fix(game): 调整卡牌与波次金币奖励配置,修复上限失效
修改卡牌初始金币CardInitCoins从10改为4 调整波次金币奖励的基础值、增长率与上限参数 重命名金币奖励上限变量,修复原有上限未生效的问题并新增总额限制
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@@ -77,7 +77,7 @@ export const CardsUpSet: Record<number, number> = {
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}
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/**初始coin数 */
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export const CardInitCoins = 10
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export const CardInitCoins = 4
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/** 卡池升级每波减免金额 */
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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/** 卡池默认初始等级 */
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@@ -89,11 +89,11 @@ export class MissionComp extends CCComp {
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
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private resumeMonsterCount: number = 45;
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/** 新一波金币奖励基础值 */
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private prepareBaseCoinReward: number = 10;
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private prepareBaseCoinReward: number = 4;
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/** 每一波金币增长值(公式: base + (wave-1) * growth) */
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private prepareCoinWaveGrow: number = 4;
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/** 金币奖励上限(固定收益,此值不再生效) */
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private prepareCoinRewardCap: number = 100;
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private prepareCoinWaveGrow: number = 1;
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/** 金币奖励上限(固定收益上限) */
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private prepareMaxCoinReward: number = 10;
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" })
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cardPoolUpgradeWaves: number[] = [5, 10];
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@@ -802,8 +802,9 @@ export class MissionComp extends CCComp {
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if (wave <= 1) return;
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if (wave <= this.lastPrepareCoinWave) return;
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// 波次金币公式: baseReward + (wave-1) * waveGrow
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const waveReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow;
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// 波次金币公式: baseReward + (wave-1) * waveGrow,且不超过 prepareMaxCoinReward
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const calculatedReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow;
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const waveReward = Math.min(this.prepareMaxCoinReward, calculatedReward);
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const reward = MissionEconomy.executeWaveGold(waveReward);
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this.lastPrepareCoinWave = wave;
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