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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@@ -53,7 +53,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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heroView?: HeroViewComp,
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triggerType?: string,
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isCardSkill?: boolean,
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card_lv?: number,
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rarity?: number,
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targetPos?: Vec3,
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overrides?: any
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}) {
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@@ -61,7 +61,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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// 卡牌技能直接触发
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if (args.isCardSkill) {
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this.forceCastCardSkill(args.s_uuid, args.card_lv || 1, args.targetPos || new Vec3(FightSet.CSKILL_START_X, FightSet.CSKILL_START_Y, 0), args.overrides);
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this.forceCastCardSkill(args.s_uuid, args.rarity || 1, args.targetPos || new Vec3(FightSet.CSKILL_START_X, FightSet.CSKILL_START_Y, 0), args.overrides);
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return;
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}
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@@ -74,7 +74,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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* 强制执行卡牌技能
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* 卡牌技能没有施法者主体,直接从指定坐标释放,或者对全体/随机友方生效
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*/
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public forceCastCardSkill(s_uuid: number, cardLv: number, spawnPos: Vec3, overrides?: SkillOverrides) {
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public forceCastCardSkill(s_uuid: number, rarity: number, spawnPos: Vec3, overrides?: SkillOverrides) {
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let config = SkillSet[s_uuid];
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if (!config) return;
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config = mergeSkillParams(config, overrides);
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@@ -102,7 +102,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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// 动态计算卡牌的虚拟攻击力:
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// 1. 根据卡牌等级给予基础成长(同英雄升级公式,基准设为 100)
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let baseAp = 100 * Math.pow(FightSet.HERO_LV_MULTIPLIER, cardLv - 1);
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let baseAp = 100 * Math.pow(FightSet.HERO_LV_MULTIPLIER, rarity - 1);
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let highestAp = baseAp;
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// 2. 获取场上最高攻击力的英雄,保证后期奶量/增益绝对够用
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@@ -156,10 +156,10 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const friendlyTargets = this.resolveFriendlyTargets(targetEids, FacSet.HERO);
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mLogger.log(this.debugMode, "SCastSystem", "friendlyTargets count =", friendlyTargets.length);
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if (friendlyTargets.length === 0) return;
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this.applyFriendlySkillEffects(s_uuid, cardLv, config, null as any, mockAttrs, friendlyTargets, spawnPos);
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this.applyFriendlySkillEffects(s_uuid, rarity, config, null as any, mockAttrs, friendlyTargets, spawnPos);
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} else {
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const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i);
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this.createSkillEntityForCard(s_uuid, cardLv, mockAttrs, spawnPos, enemyTargetPos, i, overrides);
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this.createSkillEntityForCard(s_uuid, rarity, mockAttrs, spawnPos, enemyTargetPos, i, overrides);
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}
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};
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if (i === 0) {
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