refactor(hero/map): 重命名MissionHeroCompComp为MissionHeroComp
修改所有引用该组件的文件,统一组件命名,包括导入语句、类定义、静态属性调用以及相关注释,未变更原有业务逻辑。
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@@ -29,7 +29,7 @@
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* - HInfoComp —— 英雄信息面板
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* - CardSet 模块 —— 卡池配置、抽卡规则、特殊卡数据
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* - HeroAttrsComp —— 英雄属性(合成校验 / 升级)
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* - MissionHeroCompComp —— 获取合成规则(needCount / maxLv)
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* - MissionHeroComp —— 获取合成规则(needCount / maxLv)
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* - smc.vmdata.mission_data —— 局内数据(coin / hero_num / hero_max_num)
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*/
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import { mLogger } from "../common/Logger";
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@@ -47,7 +47,7 @@ import { HeroInfo, HType } from "../common/config/heroSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { MoveComp } from "../hero/MoveComp";
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import { MissionHeroCompComp } from "./MissionHeroComp";
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import { MissionHeroComp } from "./MissionHeroComp";
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import { TalentType } from "../common/config/TalentSet";
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import { MissionEconomy } from "./MissionEconomy";
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@@ -479,15 +479,15 @@ export class MissionCardComp extends CCComp {
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}
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/**
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* 从 MissionHeroCompComp 实时读取合成规则。
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* 从 MissionHeroComp 实时读取合成规则。
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* 通过 ECS 查询获取,避免硬编码与 MissionHeroComp 不一致。
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* @returns { needCount: 合成所需数量, maxLv: 最大合成等级 }
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*/
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private getMergeRule(): { needCount: number, maxLv: number } {
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let needCount = FightSet.MERGE_NEED ? FightSet.MERGE_NEED:2
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let maxLv = Math.max(1, Math.floor(FightSet.MERGE_MAX ?? 3));
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ecs.query(ecs.allOf(MissionHeroCompComp)).forEach((entity: ecs.Entity) => {
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const comp = entity.get(MissionHeroCompComp);
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ecs.query(ecs.allOf(MissionHeroComp)).forEach((entity: ecs.Entity) => {
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const comp = entity.get(MissionHeroComp);
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if (!comp) return;
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needCount = comp.merge_need_count === 2 ? 2 : 3;
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maxLv = Math.max(1, Math.floor(comp.merge_max_lv ?? 3));
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