feat: 新增指定目标卡池等级抽卡功能并调整UI布局

- 在drawCardsByRule函数中增加targetPoolLv参数,支持强制从指定等级卡池抽卡
- 修改MissionCardComp中刷新英雄卡牌逻辑,使用targetPoolLv替代heroLv参数
- 调整role_controller.prefab中多个UI元素的位置和尺寸
- 将开始按钮文本从"开始"改为"开始战斗"并加宽按钮
This commit is contained in:
walkpan
2026-04-05 21:12:39 +08:00
parent 96f06535e1
commit c93ccbcaec
4 changed files with 43 additions and 19 deletions

View File

@@ -224,6 +224,7 @@ export const drawCardsByRule = (
type?: CardType | CardType[]
heroType?: HType
heroLv?: number
targetPoolLv?: number
} = {}
): CardConfig[] => {
const count = Math.max(0, Math.floor(options.count ?? 4))
@@ -233,6 +234,14 @@ export const drawCardsByRule = (
const typeSet = normalizeTypeFilter(options.type)
pool = pool.filter(card => typeSet.has(card.type))
}
if (options.targetPoolLv !== undefined) {
// 如果指定了目标卡池等级,则强制从所有配置中筛选该等级的卡牌,无视当前的卡池等级限制
pool = CardPoolList.filter(card => card.pool_lv === options.targetPoolLv)
if (options.type !== undefined) {
const typeSet = normalizeTypeFilter(options.type)
pool = pool.filter(card => typeSet.has(card.type))
}
}
if (options.heroType !== undefined || options.heroLv !== undefined) {
pool = pool.filter(card => {
if (card.type !== CardType.Hero) return false

View File

@@ -438,12 +438,12 @@ export class MissionCardComp extends CCComp {
return filled;
}
private tryRefreshHeroCards(heroType?: HType, heroLv?: number): boolean {
private tryRefreshHeroCards(heroType?: HType, targetPoolLv?: number): boolean {
const cards = drawCardsByRule(this.poolLv, {
count: 4,
type: CardType.Hero,
heroType,
heroLv
targetPoolLv
});
if (cards.length <= 0) return false;
this.layoutCardSlots();
@@ -453,8 +453,8 @@ export class MissionCardComp extends CCComp {
private tryRefreshHeroCardsByEffect(refreshHeroType: SpecialRefreshHeroType, refreshLv: number): boolean {
const heroType = this.resolveRefreshHeroType(refreshHeroType);
const heroLv = refreshLv > 0 ? refreshLv : undefined;
return this.tryRefreshHeroCards(heroType, heroLv);
const targetPoolLv = refreshLv > 0 ? refreshLv : undefined;
return this.tryRefreshHeroCards(heroType, targetPoolLv);
}
private resolveRefreshHeroType(refreshHeroType: SpecialRefreshHeroType): HType | undefined {