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