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
This commit is contained in:
walkpan
2026-03-11 19:12:06 +08:00
parent 8663ae80e5
commit bbcee36dec

View File

@@ -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);
}
}