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
This commit is contained in:
walkpan
2026-01-15 23:32:57 +08:00
parent d6ce56e543
commit 90e6bd755a
6 changed files with 3884 additions and 3702 deletions

File diff suppressed because it is too large Load Diff

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@@ -10,6 +10,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Attrs, GameScoreStats } from "./config/HeroAttrs";
import { count, time } from "console";
import { getLevelExp } from "../map/RogueConfig";
import { FightSet } from "./config/GameSet";
/**
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
@@ -134,7 +135,9 @@ export class SingletonModuleComp extends ecs.Comp {
skill: {uuid:0,count:0},
friend:{uuid:0,count:0},
},
gold: 200, // 金币数据MVVM绑定字段
gold: 0, // 金币数据MVVM绑定字段
chou_gold: FightSet.CHOU_GOLD,
lvup_gold: FightSet.LVUP_GOLD_UP,
};
@@ -294,9 +297,9 @@ export class SingletonModuleComp extends ecs.Comp {
}
return true
}
updateGold(gold:number){
updateGold(gold:number, is_sync: boolean = true){
this.vmdata.gold += gold;
if(this.isWxClient()){
if(this.isWxClient() && is_sync){
let res = this.updateCloudData()
if (res){
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)

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@@ -100,55 +100,13 @@ export class NumberFormatter {
}
}
export enum FightSet {
FRIEND_WAVE_UP=3, //伙伴登场波次
BOSS_WAVE_UP_1=3, //boss登场波次
BOSS_WAVE_UP_2=5, //boss登场波次
BOSS_WAVE_UP_3=7, //boss登场波次
EQUIP_WAVE_UP_1=4, //装备登场波次
EQUIP_WAVE_UP_2=6, //装备登场波次
EQUIP_WAVE_UP_3=8, //装备登场波次
SKILL_WAVE_UP_1=2, //技能登场波次
SKILL_WAVE_UP_2=5, //技能登场波次
SKILL_WAVE_UP_3=7, //技能登场波次
MON_WAVE_TIME=10,//怪物波次时间
ATK_ADD_COUNT=4,//伙伴攻击力增加
ATK_ADD_GLOD=1,//金币增加
CRIT_DAMAGE=50,//暴击伤害
DEF_C=100,//物理防御常数C
MDEF_C=100,//魔法防御常数C
DOUBLE_ATK_RATE=100,//额外攻击默认概率
GREEN_GOLD=1,//绿色金币
BLUE_GOLD=2,//蓝色金币
PURPLE_GOLD=3,//紫色金币
ORANGE_GOLD=4,//橙色金币
BURN_COUNT=5,//默认易伤次数 5秒
STUN_TIME=0.5,//默认晕时间
WEAPON_LV=2,//武器等级
SHIELD_LV=3,//护盾等级
ARMOR_LV=4,//防具等级
ACCESSORY_LV=5,//饰品等级
ATKED_TO_POWER=15,//被攻击涨能量
ATK_TO_POWER=10,//攻击涨能量
CRIT_TO_POWER=15,//暴击涨能量
DODGE_TO_POWER=15,//闪避涨能量
ONE_WAVE_TIME=30,//单波时间
DOWN_TIME=5,//倒计时时间
MORE_RC=10,//更多次数 广告获取的次数
TAL_NUM=3,//天赋数量
HEARTPOS=-320,//基地位置
HERO_MAX_NUM=3,//英雄最大数量
// ATK_TO_ATK_RATIO=0.1,
// ATK_TO_HP_RATIO=0.2,
// ATK_TO_SHIELD_RATIO=2,
// ATK_LINES = 3, //英雄数
// MON_GOLD_ADD =2,
// MON_COIN_ADD=2,
// COIN_ADD=1,
// DEF_RATE=0.7,
// DODGE_MAX=70,
// HERO_NUM=3,
// AP_UPDATE_RATE=100,
// AP_CHANGE_RATE=0,
LVUP_GOLD=10,//升级需要的金币
LVUP_GOLD_UP=10,//升级需要的金币
CHOU_GOLD=5,//抽卡需要的金币
}
export enum IndexSet {
/** 英雄基础层级 */

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@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
import { CardType } from "../common/config/GameSet";
import { CardType, FightSet } from "../common/config/GameSet";
import { getCardOptions, ICardInfo } from "../common/config/CardSet";
const { ccclass, property } = _decorator;
@@ -192,11 +192,26 @@ export class MissionCardComp extends CCComp {
* 显示等级对应的卡牌(正常升级模式)
*/
private showLevelCards(level: number) {
if(smc.vmdata.gold < smc.vmdata.chou_gold){
oops.gui.toast("金币不足")
return
}
smc.vmdata.gold -= smc.vmdata.chou_gold
this.curCardType = null; // 混合模式,无单一类型
this.fetchCards(level);
this.openUI();
}
private do_hero_lv_up(){
if(smc.vmdata.gold < smc.vmdata.lvup_gold){
oops.gui.toast("金币不足")
return
}
smc.vmdata.hero.lv++
smc.vmdata.gold -= smc.vmdata.lvup_gold
smc.vmdata.lvup_gold += FightSet.LVUP_GOLD_UP*smc.vmdata.hero.lv
oops.gui.toast("升级成功")
oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
}
private openUI() {
this.node.active = true;
this.hasSelected = false;

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@@ -1,15 +1,15 @@
import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar } from "cc";
import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar, Label } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { MonsterCost, MonType } from "./RogueConfig";
import { MonsterCost, MonType, calculateMonsterGold } from "./RogueConfig";
import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet, getLevelRewardType, CardType } from "../common/config/GameSet";
import { FightSet, getLevelRewardType, CardType, FacSet } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
@@ -22,10 +22,18 @@ export class MissionComp extends CCComp {
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
@property(Node)
coins_node:Node = null!
@property(Node)
lv_node:Node = null!
@property(Node)
chou_node:Node = null!
@property(Node)
time_node:Node = null!
/** 剩余复活次数 */
revive_times: number = 1;
rewards:any[]=[]
game_data:any={
exp:0,
@@ -41,6 +49,7 @@ export class MissionComp extends CCComp {
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
}
protected update(dt: number): void {
if(!smc.mission.play) return
@@ -96,10 +105,7 @@ export class MissionComp extends CCComp {
do_reward(){
// 奖励发放
}
do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
// console.log("[MissionComp] do_drop",drop_item,game_data)
}
do_mon_dead(event:any,data:any){
// console.log("[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
@@ -122,10 +128,19 @@ export class MissionComp extends CCComp {
type = MonType.ELITE;
}
}
this.cal_gold_reward(data, type);
}
}
cal_gold_reward(data: any, type: MonType) {
const cost = MonsterCost[data.uuid] || 1;
const level = data.lv || 1;
let add_gold = calculateMonsterGold(data.uuid, level, type);
smc.updateGold(add_gold, false);
}
do_hero_dead(event:any,data:any){
// console.log("[MissionComp] do_hero_dead",event,data)
// 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)
@@ -217,6 +232,10 @@ export class MissionComp extends CCComp {
}
data_init(){
// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
smc.vmdata.gold = 0;
smc.vmdata.chou_gold = FightSet.CHOU_GOLD;
smc.vmdata.lvup_gold = FightSet.LVUP_GOLD_UP;
//局内数据初始化 smc 数据初始化
smc.mission.play = true;
smc.mission.pause = false;
@@ -252,8 +271,7 @@ export class MissionComp extends CCComp {
tal:[],
info:'',
};
// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
smc.vmdata.gold = 200;
// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}

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@@ -347,6 +347,29 @@ export function getLevelExp(level: number): number {
return Math.floor(baseExp * Math.pow(growthFactor, level - 1));
}
/**
* 计算怪物掉落金币
* @param uuid 怪物ID
* @param level 怪物等级
* @param type 怪物类型
*/
export function calculateMonsterGold(uuid: number, level: number, type: MonType): number {
const cost = MonsterCost[uuid] || 1;
// 危险值系数: cost越大越危险
let danger_ratio = 1 + cost * 0.1;
let type_ratio = 1;
if(type == MonType.BOSS) type_ratio = 10;
else if(type == MonType.ELITE) type_ratio = 3;
// 公式: 基础(5) * 类型 * 危险值 + 等级加成
const baseGold = 5;
let gold = Math.floor(baseGold * type_ratio * danger_ratio + level);
return gold;
}
// 怪物消耗点数配置
export const MonsterCost: Record<number, number> = {
5201: 1, // 兽人战士 (Warrior)