重构(任务配置): 提取波次金币奖励配置到 FightSet 枚举

将 MissionComp 中原硬编码的波次金币相关常量,迁移至集中定义的 FightSet 枚举中,统一配置管理以提升后续维护便利性。
This commit is contained in:
pan
2026-06-12 14:58:16 +08:00
parent 7f5af4c04a
commit cb515ef00a
2 changed files with 5 additions and 8 deletions

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@@ -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;