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
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@@ -23,12 +23,9 @@ export enum FightSet {
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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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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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HERO_MAX_NUM=5,//英雄最大数量
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MERGE_MAX=3, //英雄最大等级
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MERGE_NEED=2, //英雄升级需要的英雄数
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LVUP_GOLD=50,//升级需要的金币
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LVUP_GOLD_UP=50,//升级需要的金币
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CHOU_GOLD=100,//抽卡需要的金币
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// BACK_RANG=30,//后退范围
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FiIGHT_TIME=30,//战斗时间
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// BACK_CHANCE=40,//击退概率
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@@ -33,7 +33,7 @@
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* - smc.vmdata.mission_data —— 局内数据(coin / hero_num / hero_max_num)
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3 } from "cc";
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import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3, Widget } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -772,7 +772,22 @@ export class MissionCardComp extends CCComp {
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if (this.pool_lv_node) {
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this.pool_lv_node.active = true;
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const lv = Math.max(CARD_POOL_INIT_LEVEL, Math.min(CARD_POOL_MAX_LEVEL, Math.floor(this.poolLv)));
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this.pool_lv_node.getComponent(Label).string = `${lv}`;
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const poolLvStr = `lv${lv}`;
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this.pool_lv_node.children.forEach(child => {
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if (child.name === "light") {
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child.active = false;
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} else if (child.name === "bg") {
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child.active = true;
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} else {
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child.active = (child.name === poolLvStr);
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}
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});
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const widget = this.pool_lv_node.getComponent(Widget);
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if (widget) widget.updateAlignment();
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this.pool_lv_node.children.forEach(child => {
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const childWidget = child.getComponent(Widget);
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if (childWidget) childWidget.updateAlignment();
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});
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const peak = 1.2
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this.playHeroNumNodePop( this.pool_lv_node, peak);
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}
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