feat(游戏配置): 调整英雄数量上限并优化抽卡池等级显示

- 将英雄最大数量从3提升至5,增加游戏策略深度
- 移除未使用的金币相关配置项(升级和抽卡金币)
- 重构抽卡池等级显示逻辑:使用预设图片替代文本标签,提升视觉效果
- 添加Widget组件对齐更新,确保UI元素正确显示
- 更新相关资源文件
This commit is contained in:
walkpan
2026-04-24 13:44:50 +08:00
parent 13618ba307
commit cc06adeda1
6 changed files with 8615 additions and 4408 deletions

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@@ -23,12 +23,9 @@ export enum FightSet {
CRIT_DAMAGE=50,//暴击伤害 CRIT_DAMAGE=50,//暴击伤害
MORE_RC=10,//更多次数 广告获取的次数 MORE_RC=10,//更多次数 广告获取的次数
HEARTPOS=-320,//基地位置 HEARTPOS=-320,//基地位置
HERO_MAX_NUM=3,//英雄最大数量 HERO_MAX_NUM=5,//英雄最大数量
MERGE_MAX=3, //英雄最大等级 MERGE_MAX=3, //英雄最大等级
MERGE_NEED=2, //英雄升级需要的英雄数 MERGE_NEED=2, //英雄升级需要的英雄数
LVUP_GOLD=50,//升级需要的金币
LVUP_GOLD_UP=50,//升级需要的金币
CHOU_GOLD=100,//抽卡需要的金币
// BACK_RANG=30,//后退范围 // BACK_RANG=30,//后退范围
FiIGHT_TIME=30,//战斗时间 FiIGHT_TIME=30,//战斗时间
// BACK_CHANCE=40,//击退概率 // BACK_CHANCE=40,//击退概率

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@@ -33,7 +33,7 @@
* - smc.vmdata.mission_data —— 局内数据coin / hero_num / hero_max_num * - smc.vmdata.mission_data —— 局内数据coin / hero_num / hero_max_num
*/ */
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3 } from "cc"; import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3, Widget } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
@@ -772,7 +772,22 @@ export class MissionCardComp extends CCComp {
if (this.pool_lv_node) { if (this.pool_lv_node) {
this.pool_lv_node.active = true; this.pool_lv_node.active = true;
const lv = Math.max(CARD_POOL_INIT_LEVEL, Math.min(CARD_POOL_MAX_LEVEL, Math.floor(this.poolLv))); const lv = Math.max(CARD_POOL_INIT_LEVEL, Math.min(CARD_POOL_MAX_LEVEL, Math.floor(this.poolLv)));
this.pool_lv_node.getComponent(Label).string = `${lv}`; const poolLvStr = `lv${lv}`;
this.pool_lv_node.children.forEach(child => {
if (child.name === "light") {
child.active = false;
} else if (child.name === "bg") {
child.active = true;
} else {
child.active = (child.name === poolLvStr);
}
});
const widget = this.pool_lv_node.getComponent(Widget);
if (widget) widget.updateAlignment();
this.pool_lv_node.children.forEach(child => {
const childWidget = child.getComponent(Widget);
if (childWidget) childWidget.updateAlignment();
});
const peak = 1.2 const peak = 1.2
this.playHeroNumNodePop( this.pool_lv_node, peak); this.playHeroNumNodePop( this.pool_lv_node, peak);
} }