diff --git a/assets/script/game/common/config/GameSet.ts b/assets/script/game/common/config/GameSet.ts index 04de7eea..f4dfd981 100644 --- a/assets/script/game/common/config/GameSet.ts +++ b/assets/script/game/common/config/GameSet.ts @@ -21,6 +21,9 @@ export enum FacSet { MON = 1, } export enum FightSet { + WAVE_COIN_BASE = 4, // 波次金币基础奖励 + WAVE_COIN_GROW = 1, // 波次金币递增值 + WAVE_COIN_MAX = 10, // 波次金币最大基础奖励 CRIT_DAMAGE = 50,//暴击伤害 MORE_RC = 10,//更多次数 广告获取的次数 HEARTPOS = -320,//基地位置 diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index b99902da..dacf20fe 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -88,12 +88,6 @@ export class MissionComp extends CCComp { private maxMonsterCount: number = 80; /** 怪物数量恢复阈值(降至此值以下恢复刷怪) */ private resumeMonsterCount: number = 45; - /** 新一波金币奖励基础值 */ - private prepareBaseCoinReward: number = 4; - /** 每一波金币增长值(公式: base + (wave-1) * growth) */ - private prepareCoinWaveGrow: number = 1; - /** 金币奖励上限(固定收益上限) */ - private prepareMaxCoinReward: number = 10; /** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */ @property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" }) cardPoolUpgradeWaves: number[] = [5, 10]; @@ -803,8 +797,8 @@ export class MissionComp extends CCComp { if (wave <= this.lastPrepareCoinWave) return; // 波次金币公式: baseReward + (wave-1) * waveGrow,且不超过 prepareMaxCoinReward - const calculatedReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow; - const waveReward = Math.min(this.prepareMaxCoinReward, calculatedReward); + const calculatedReward = FightSet.WAVE_COIN_BASE + (wave - 1) * FightSet.WAVE_COIN_GROW; + const waveReward = Math.min(FightSet.WAVE_COIN_MAX, calculatedReward); const reward = MissionEconomy.executeWaveGold(waveReward); this.lastPrepareCoinWave = wave;