feat(战斗系统): 实现怪物金币掉落计算和抽卡升级消耗
- 添加calculateMonsterGold函数计算不同怪物类型的金币掉落 - 修改SingletonModuleComp初始化金币为0并添加抽卡和升级消耗 - 在MissionCardComp中添加抽卡和升级的金币检查逻辑 - 清理FightSet中无用配置并添加金币相关常量 - 在MissionComp中实现金币奖励计算和局内数据初始化
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@@ -10,6 +10,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { Attrs, GameScoreStats } from "./config/HeroAttrs";
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import { count, time } from "console";
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import { getLevelExp } from "../map/RogueConfig";
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import { FightSet } from "./config/GameSet";
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* @param remoteData 远程数据(云端或本地调试)
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@@ -134,7 +135,9 @@ export class SingletonModuleComp extends ecs.Comp {
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skill: {uuid:0,count:0},
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friend:{uuid:0,count:0},
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},
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gold: 200, // 金币数据(MVVM绑定字段)
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gold: 0, // 金币数据(MVVM绑定字段)
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chou_gold: FightSet.CHOU_GOLD,
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lvup_gold: FightSet.LVUP_GOLD_UP,
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};
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@@ -294,9 +297,9 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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return true
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}
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updateGold(gold:number){
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updateGold(gold:number, is_sync: boolean = true){
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this.vmdata.gold += gold;
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if(this.isWxClient()){
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if(this.isWxClient() && is_sync){
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let res = this.updateCloudData()
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if (res){
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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@@ -100,55 +100,13 @@ export class NumberFormatter {
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}
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}
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export enum FightSet {
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FRIEND_WAVE_UP=3, //伙伴登场波次
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BOSS_WAVE_UP_1=3, //boss登场波次
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BOSS_WAVE_UP_2=5, //boss登场波次
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BOSS_WAVE_UP_3=7, //boss登场波次
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EQUIP_WAVE_UP_1=4, //装备登场波次
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EQUIP_WAVE_UP_2=6, //装备登场波次
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EQUIP_WAVE_UP_3=8, //装备登场波次
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SKILL_WAVE_UP_1=2, //技能登场波次
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SKILL_WAVE_UP_2=5, //技能登场波次
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SKILL_WAVE_UP_3=7, //技能登场波次
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MON_WAVE_TIME=10,//怪物波次时间
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ATK_ADD_COUNT=4,//伙伴攻击力增加
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ATK_ADD_GLOD=1,//金币增加
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CRIT_DAMAGE=50,//暴击伤害
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DEF_C=100,//物理防御常数C
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MDEF_C=100,//魔法防御常数C
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DOUBLE_ATK_RATE=100,//额外攻击默认概率
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GREEN_GOLD=1,//绿色金币
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BLUE_GOLD=2,//蓝色金币
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PURPLE_GOLD=3,//紫色金币
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ORANGE_GOLD=4,//橙色金币
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BURN_COUNT=5,//默认易伤次数 5秒
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STUN_TIME=0.5,//默认晕时间
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WEAPON_LV=2,//武器等级
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SHIELD_LV=3,//护盾等级
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ARMOR_LV=4,//防具等级
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ACCESSORY_LV=5,//饰品等级
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ATKED_TO_POWER=15,//被攻击涨能量
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ATK_TO_POWER=10,//攻击涨能量
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CRIT_TO_POWER=15,//暴击涨能量
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DODGE_TO_POWER=15,//闪避涨能量
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ONE_WAVE_TIME=30,//单波时间
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DOWN_TIME=5,//倒计时时间
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MORE_RC=10,//更多次数 广告获取的次数
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TAL_NUM=3,//天赋数量
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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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// ATK_TO_SHIELD_RATIO=2,
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// ATK_LINES = 3, //英雄数
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// MON_GOLD_ADD =2,
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// MON_COIN_ADD=2,
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// COIN_ADD=1,
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// DEF_RATE=0.7,
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// DODGE_MAX=70,
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// HERO_NUM=3,
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// AP_UPDATE_RATE=100,
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// AP_CHANGE_RATE=0,
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LVUP_GOLD=10,//升级需要的金币
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LVUP_GOLD_UP=10,//升级需要的金币
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CHOU_GOLD=5,//抽卡需要的金币
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}
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export enum IndexSet {
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/** 英雄基础层级 */
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@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { CardType } from "../common/config/GameSet";
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import { CardType, FightSet } from "../common/config/GameSet";
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import { getCardOptions, ICardInfo } from "../common/config/CardSet";
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const { ccclass, property } = _decorator;
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@@ -192,11 +192,26 @@ export class MissionCardComp extends CCComp {
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* 显示等级对应的卡牌(正常升级模式)
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*/
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private showLevelCards(level: number) {
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if(smc.vmdata.gold < smc.vmdata.chou_gold){
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oops.gui.toast("金币不足")
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return
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}
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smc.vmdata.gold -= smc.vmdata.chou_gold
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this.curCardType = null; // 混合模式,无单一类型
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this.fetchCards(level);
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this.openUI();
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}
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private do_hero_lv_up(){
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if(smc.vmdata.gold < smc.vmdata.lvup_gold){
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oops.gui.toast("金币不足")
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return
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}
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smc.vmdata.hero.lv++
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smc.vmdata.gold -= smc.vmdata.lvup_gold
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smc.vmdata.lvup_gold += FightSet.LVUP_GOLD_UP*smc.vmdata.hero.lv
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oops.gui.toast("升级成功")
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oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
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}
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private openUI() {
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this.node.active = true;
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this.hasSelected = false;
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@@ -1,15 +1,15 @@
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar } from "cc";
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar, Label } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MonsterCost, MonType } from "./RogueConfig";
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import { MonsterCost, MonType, calculateMonsterGold } from "./RogueConfig";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FightSet, getLevelRewardType, CardType } from "../common/config/GameSet";
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import { FightSet, getLevelRewardType, CardType, FacSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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@@ -22,10 +22,18 @@ export class MissionComp extends CCComp {
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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@property(Node)
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coins_node:Node = null!
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@property(Node)
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lv_node:Node = null!
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@property(Node)
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chou_node:Node = null!
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@property(Node)
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time_node:Node = null!
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/** 剩余复活次数 */
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revive_times: number = 1;
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rewards:any[]=[]
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game_data:any={
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exp:0,
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@@ -41,6 +49,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
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this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play) return
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@@ -96,10 +105,7 @@ export class MissionComp extends CCComp {
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do_reward(){
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// 奖励发放
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}
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do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
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// console.log("[MissionComp] do_drop",drop_item,game_data)
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}
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do_mon_dead(event:any,data:any){
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// console.log("[MissionComp] do_mon_dead",event,data)
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smc.vmdata.mission_data.mon_num--
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@@ -122,17 +128,26 @@ export class MissionComp extends CCComp {
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type = MonType.ELITE;
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}
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}
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this.cal_gold_reward(data, type);
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}
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}
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cal_gold_reward(data: any, type: MonType) {
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const cost = MonsterCost[data.uuid] || 1;
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const level = data.lv || 1;
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let add_gold = calculateMonsterGold(data.uuid, level, type);
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smc.updateGold(add_gold, false);
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}
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do_hero_dead(event:any,data:any){
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// console.log("[MissionComp] do_hero_dead",event,data)
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// 收到 HeroDead 说明已经没有复活次数了,打开失败界面,等待玩家选择(复活或结束)
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
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this.open_Victory(null,true)
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}
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do_ad(){
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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@@ -147,7 +162,7 @@ export class MissionComp extends CCComp {
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}
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async mission_start(){
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// 防止上一局的 fight_end 延迟回调干扰新局
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this.unscheduleAllCallbacks();
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@@ -217,6 +232,10 @@ export class MissionComp extends CCComp {
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}
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data_init(){
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 0;
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smc.vmdata.chou_gold = FightSet.CHOU_GOLD;
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smc.vmdata.lvup_gold = FightSet.LVUP_GOLD_UP;
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//局内数据初始化 smc 数据初始化
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smc.mission.play = true;
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smc.mission.pause = false;
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@@ -252,8 +271,7 @@ export class MissionComp extends CCComp {
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tal:[],
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info:'',
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};
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 200;
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// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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@@ -347,6 +347,29 @@ export function getLevelExp(level: number): number {
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return Math.floor(baseExp * Math.pow(growthFactor, level - 1));
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}
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/**
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* 计算怪物掉落金币
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* @param uuid 怪物ID
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* @param level 怪物等级
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* @param type 怪物类型
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*/
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export function calculateMonsterGold(uuid: number, level: number, type: MonType): number {
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const cost = MonsterCost[uuid] || 1;
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// 危险值系数: cost越大越危险
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let danger_ratio = 1 + cost * 0.1;
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let type_ratio = 1;
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if(type == MonType.BOSS) type_ratio = 10;
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else if(type == MonType.ELITE) type_ratio = 3;
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// 公式: 基础(5) * 类型 * 危险值 + 等级加成
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const baseGold = 5;
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let gold = Math.floor(baseGold * type_ratio * danger_ratio + level);
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return gold;
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}
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// 怪物消耗点数配置
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export const MonsterCost: Record<number, number> = {
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5201: 1, // 兽人战士 (Warrior)
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