refactor(game): 重构结算积分与奖励逻辑
1. 移除HeroAttrs中废弃的分数字段 2. 重构积分计算规则,简化为基础分+行为分 3. 调整胜利奖励计算逻辑,改用怪物等级作为成长参数替换原wave计数 4. 同步更新结算配置注释与日志输出
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@@ -49,6 +49,7 @@ import { spawningEngine, WAVE_DURATION, BATTLE_TIMEOUT } from "./RogueConfig";
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import { MissionMonCompComp } from "./MissionMonComp";
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import {
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getProgressText,
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getMonsterLv,
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} from "../common/config/StageSet";
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const { ccclass, property } = _decorator;
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@@ -638,6 +639,8 @@ export class MissionComp extends CCComp {
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// 结算类型:小节胜利显示"下一节",末关通关显示"确认退出" + 通关标题
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settle_type: this._settleType,
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settle_title: this._settleTitle,
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// 关卡难度度量(= 大关号,驱动胜利奖励随进度增长)
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mon_lv: getMonsterLv(this.currentStage),
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// 失败奖励判定数据:本节坚持时间 + 击杀统计(kills=已刷出-存活)
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defeat_stats: {
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clear_time: this.clearTime,
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