From bbcee36dec4989284b550a015fd70370634ca3f7 Mon Sep 17 00:00:00 2001 From: walkpan Date: Wed, 11 Mar 2026 19:12:06 +0800 Subject: [PATCH] =?UTF-8?q?refactor:=20=E7=A7=BB=E9=99=A4=E5=85=B3?= =?UTF-8?q?=E5=8D=A1=E5=A5=96=E5=8A=B1=E8=A7=A6=E5=8F=91=E9=80=BB=E8=BE=91?= =?UTF-8?q?=E4=B8=8E=E7=BB=8F=E9=AA=8C=E8=AE=A1=E7=AE=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 删除通过 getLevelRewardType 触发不同类型奖励事件的复杂逻辑 - 移除战斗后基于怪物UUID和等级的经验值计算 - 简化 call_cards 方法,使其为空实现 --- assets/script/game/map/MissionComp.ts | 29 +-------------------------- 1 file changed, 1 insertion(+), 28 deletions(-) diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index 8d13766d..2efceccd 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -11,7 +11,6 @@ import { UIID } from "../common/config/GameUIConfig"; import { SkillView } from "../skill/SkillView"; import { FightSet, CardType, FacSet } from "../common/config/GameSet"; import { mLogger } from "../common/Logger"; -import { getLevelRewardType } from "../common/config/CardSet"; const { ccclass, property } = _decorator; @@ -111,28 +110,7 @@ export class MissionComp extends CCComp { this.call_cards(args.lv) } call_cards(lv:number){ - const rewardType = getLevelRewardType(lv); - if(!rewardType || rewardType== null) return - mLogger.log(this.debugMode, 'MissionComp', ` 触发奖励选择, 类型: ${rewardType}`); - // 根据类型发送对应的事件 - switch (rewardType) { - case CardType.Talent: - oops.message.dispatchEvent(GameEvent.TalentSelect); - break; - case CardType.Skill: - oops.message.dispatchEvent(GameEvent.HeroSkillSelect); - break; - case CardType.Partner: - oops.message.dispatchEvent(GameEvent.ToCallFriend); - break; - case CardType.Potion: - oops.message.dispatchEvent(GameEvent.ShopOpen); - break; - case CardType.Attr: - oops.message.dispatchEvent(GameEvent.AttrSelect); - break; - } } showLevelUpReward() { // TODO: 显示三选一技能/属性奖励界面 @@ -161,16 +139,11 @@ export class MissionComp extends CCComp { type = MonType.ELITE; } else { // 兜底策略:根据Cost判断是否为精英怪 - const cost = MonsterCost[data.uuid] || 1; + const cost = MonsterCost[data.uuid] || 1;`` if (cost >= 10) { type = MonType.ELITE; } } - - // 计算经验 - let exp = calculateMonsterExp(data.uuid, level); - smc.addExp(exp*5); - this.cal_gold_reward(data, type); } }