refactor: 将代码中的card_lv统一替换为rarity
本次提交完成了全项目范围内术语的统一替换,将原本指代卡牌品质/等级的card_lv字段全部重命名为rarity,对齐了设计文档中的命名规范,避免了术语混淆: 1. 更新了所有配置文件、组件类、数据结构中的字段定义 2. 同步修改了注释、文档说明中的相关表述 3. 修正了英雄、技能、装备卡牌的品质显示逻辑 4. 调整了背景颜色切换、属性计算等相关业务逻辑
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@@ -74,7 +74,7 @@ export class Hero extends ecs.Entity {
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* 2) 初始化表现与属性数据
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* 3) 播放下落入场并在落地后启用碰撞与移动
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*/
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load(pos: Vec3 = Vec3.ZERO, scale: number = 1, uuid: number = 1001, dropToY: number = pos.y, hero_lv: number = 1, card_lv: number = 1, posIndex: number = -1) {
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load(pos: Vec3 = Vec3.ZERO, scale: number = 1, uuid: number = 1001, dropToY: number = pos.y, hero_lv: number = 1, rarity: number = 1, posIndex: number = -1) {
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// 英雄始终朝右,表现缩放固定为正向
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scale = 1
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// 英雄等级上限以配置为准,合成可升到 HERO_MAX_LV
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@@ -117,8 +117,8 @@ export class Hero extends ecs.Entity {
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = hero_lv;
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model.card_lv = card_lv;
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model.base_card_lv = hero.card_lv ?? 1;
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model.rarity = rarity;
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model.base_rarity = hero.rarity ?? 1;
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model.type = hero.type;
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model.grow_type = hero.grow_type;
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model.role = hero.role;
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@@ -144,7 +144,7 @@ export class Hero extends ecs.Entity {
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// 基础属性:固定基础值 × 品质系数(相邻品质差 5%),成长由 grow_type 线性递增提供
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// TODO: 局外升级机制落地后,此处基础值将与存档强化累加重算
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const qualityCoef = getHeroQualityCoef(hero.card_lv ?? 1);
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const qualityCoef = getHeroQualityCoef(hero.rarity ?? 1);
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let base_ap = Math.round(hero.ap * qualityCoef);
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let base_hp = Math.round(hero.hp * qualityCoef);
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let base_def = Math.round(hero.def * qualityCoef);
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