refactor: 移除关卡奖励触发逻辑与经验计算
- 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
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@@ -11,7 +11,6 @@ import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FightSet, CardType, FacSet } from "../common/config/GameSet";
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import { mLogger } from "../common/Logger";
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import { getLevelRewardType } from "../common/config/CardSet";
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const { ccclass, property } = _decorator;
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@@ -111,28 +110,7 @@ export class MissionComp extends CCComp {
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this.call_cards(args.lv)
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}
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call_cards(lv:number){
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const rewardType = getLevelRewardType(lv);
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if(!rewardType || rewardType== null) return
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mLogger.log(this.debugMode, 'MissionComp', ` 触发奖励选择, 类型: ${rewardType}`);
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// 根据类型发送对应的事件
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switch (rewardType) {
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case CardType.Talent:
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oops.message.dispatchEvent(GameEvent.TalentSelect);
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break;
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case CardType.Skill:
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect);
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break;
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case CardType.Partner:
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oops.message.dispatchEvent(GameEvent.ToCallFriend);
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break;
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case CardType.Potion:
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oops.message.dispatchEvent(GameEvent.ShopOpen);
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break;
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case CardType.Attr:
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oops.message.dispatchEvent(GameEvent.AttrSelect);
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break;
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}
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}
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showLevelUpReward() {
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// TODO: 显示三选一技能/属性奖励界面
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@@ -161,16 +139,11 @@ export class MissionComp extends CCComp {
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type = MonType.ELITE;
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} else {
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// 兜底策略:根据Cost判断是否为精英怪
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const cost = MonsterCost[data.uuid] || 1;
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const cost = MonsterCost[data.uuid] || 1;``
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if (cost >= 10) {
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type = MonType.ELITE;
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}
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}
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// 计算经验
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let exp = calculateMonsterExp(data.uuid, level);
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smc.addExp(exp*5);
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this.cal_gold_reward(data, type);
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}
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}
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