From f00b9496e2cc764c8ea6259ce05ea6c7ab415fbb Mon Sep 17 00:00:00 2001 From: pan Date: Wed, 3 Jun 2026 10:19:52 +0800 Subject: [PATCH] =?UTF-8?q?refactor:=20=E6=9B=BF=E6=8D=A2=E5=A4=A9?= =?UTF-8?q?=E8=B5=8B=E7=B3=BB=E7=BB=9F=E4=B8=BA=E9=A9=BB=E5=9C=BA=E8=8B=B1?= =?UTF-8?q?=E9=9B=84=E6=8A=80=E8=83=BD=E7=B3=BB=E7=BB=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1. 删除已废弃的TalentSet天赋配置文件 2. 重构英雄属性计算逻辑,改为使用驻场技能加成 3. 更新卡牌购买、刷新费用和出售收益的加成逻辑 4. 统一技能配置格式,修复代码格式问题 5. 新增驻场技能类型与配置,兼容原有天赋效果 --- assets/script/game/common/config/SkillSet.ts | 318 +++++++++--------- assets/script/game/common/config/TalentSet.ts | 70 ---- assets/script/game/hero/Hero.ts | 11 +- assets/script/game/hero/HeroAttrsComp.ts | 40 ++- assets/script/game/map/CardComp.ts | 8 +- assets/script/game/map/MissionEconomy.ts | 9 +- 6 files changed, 213 insertions(+), 243 deletions(-) delete mode 100644 assets/script/game/common/config/TalentSet.ts diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index f645ede2..91463348 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -33,7 +33,7 @@ export enum SkillKind { //受伤动画名称 -export enum AtkedName { +export enum AtkedName { atked = "atked", ice = "atked_ice", fire = "atked_fire", @@ -49,7 +49,7 @@ export enum RType { fixedEnd = 3, //固定终点 } //EType 只负责动画什么时候结束,碰撞体什么时候消失不管,但是消失前一定要关闭碰撞体 -export enum EType { +export enum EType { animationEnd = 0, //碰撞够也不消失,动画结束才消失 timeEnd = 1, //碰撞够也不消失,时间到才消失 collision = 2, //碰撞次数够就消失 @@ -87,73 +87,73 @@ export enum EType { - speed: 移动速度 - cost: 消耗值 */ -export enum DType { - ATK= 0, // 物理 - ICE=1, // 冰元素 - FIRE=2, // 火元素 - WIND=3, // 风元素 +export enum DType { + ATK = 0, // 物理 + ICE = 1, // 冰元素 + FIRE = 2, // 火元素 + WIND = 3, // 风元素 } -export enum IType { +export enum IType { Melee = 0, // 近战 remote = 1, // 远程 support = 2, // 辅助 } -export const HeroSkillList = [6001,6001,6001,6001,6001,6001] +export const HeroSkillList = [6001, 6001, 6001, 6001, 6001, 6001] // Debuff配置接口 // (已被废弃,采用平铺字段 buff_type 和 buff_value 代替) interface IReady { - uuid:number, + uuid: number, loop: boolean, SkillTime: number,// 技能控制存续时间时间 ReadyTime: number,// 技能前摇时间 RType: number, //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定 ready_y: number, - path:string, + path: string, } interface IEndAnm { - uuid:number, - path:string, - loop:boolean, - time:number, + uuid: number, + path: string, + loop: boolean, + time: number, } // 技能配置接口 - 按照6001格式排列 export interface SkillConfig { - uuid:number, // 技能唯一ID - name:string, // 技能名称 - sp_name:string, // 特效名称 - icon:string, // 图标ID - TGroup:TGroup, // 目标群体(敌方/友方/自身等) - act:string, // 角色执行的动画 - DTType:DTType, // 伤害类型(单体/范围) - ap:number, // 伤害/治疗技能为攻击百分比,护盾技能为免疫次数 - gold?:number, // 获取金币技能的金币值 - hit_count:number, // 可命中次数 - hitcd:number, // 持续伤害的伤害间隔(秒) - speed:number, // 移动速度 - with:number, // 宽度(暂时无用) - ready:number, // 前摇时间 - readyAnm:string, // 前摇动画名称 - endAnm:string, // 结束动画名称 - EAnm:number, // 结束动画ID - DAnm:string, // 命中后动画ID - IType:IType, // 技能类型(近战/远程/辅助) - RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) - EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) - bezier_start_y?:number, // 贝塞尔起始抬升高度 - bezier_mid_y?:number, // 贝塞尔中间高度增量 - bezier_arc?:number, // 贝塞尔弧度系数 - time?:number, // timeEnd 持续时间(秒) - kind?:SkillKind, // 主效果类型 - crt?:number, // 额外暴击率 - frz?:number, // 额外冰冻概率 - bck?:number, // 额外击退概率 - buff_type?:Attrs, // Buff 类型 (单一职责) - call_hero?:number, // 召唤技能召唤英雄id(可选) - info:string, // 技能描述 + uuid: number, // 技能唯一ID + name: string, // 技能名称 + sp_name: string, // 特效名称 + icon: string, // 图标ID + TGroup: TGroup, // 目标群体(敌方/友方/自身等) + act: string, // 角色执行的动画 + DTType: DTType, // 伤害类型(单体/范围) + ap: number, // 伤害/治疗技能为攻击百分比,护盾技能为免疫次数 + gold?: number, // 获取金币技能的金币值 + hit_count: number, // 可命中次数 + hitcd: number, // 持续伤害的伤害间隔(秒) + speed: number, // 移动速度 + with: number, // 宽度(暂时无用) + ready: number, // 前摇时间 + readyAnm: string, // 前摇动画名称 + endAnm: string, // 结束动画名称 + EAnm: number, // 结束动画ID + DAnm: string, // 命中后动画ID + IType: IType, // 技能类型(近战/远程/辅助) + RType: RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) + EType: EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) + bezier_start_y?: number, // 贝塞尔起始抬升高度 + bezier_mid_y?: number, // 贝塞尔中间高度增量 + bezier_arc?: number, // 贝塞尔弧度系数 + time?: number, // timeEnd 持续时间(秒) + kind?: SkillKind, // 主效果类型 + crt?: number, // 额外暴击率 + frz?: number, // 额外冰冻概率 + bck?: number, // 额外击退概率 + buff_type?: Attrs, // Buff 类型 (单一职责) + call_hero?: number, // 召唤技能召唤英雄id(可选) + info: string, // 技能描述 } export interface SkillOverrides { @@ -183,7 +183,7 @@ export function mergeSkillParams(config: SkillConfig, overrides?: SkillOverrides } export const SkillUpList = { - 1001:{ap:0,hit_count:0,buff_ap:0,buff_hp:0,bck:0,frz:0,crt:0,num:0} + 1001: { ap: 0, hit_count: 0, buff_ap: 0, buff_hp: 0, bck: 0, frz: 0, crt: 0, num: 0 } } /****** @@ -196,162 +196,162 @@ export const SkillUpList = { export const SkillSet: Record = { // ========== 基础技能 ========== 6001: { - uuid:6001,name:"普通攻击",sp_name:"atk",icon:"1026",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.Melee, - RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害", + uuid: 6001, name: "普通攻击", sp_name: "atk", icon: "1026", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, + RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害", }, 6002: { - uuid:6002,name:"光箭蓝",sp_name:"atk_c1",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"近战普通攻击技能", + uuid: 6002, name: "光箭蓝", sp_name: "atk_c1", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "近战普通攻击技能", }, 6003: { - uuid:6003,name:"光箭红",sp_name:"atk_c2",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"一定几率暴击", + uuid: 6003, name: "光箭红", sp_name: "atk_c2", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "一定几率暴击", }, 6004: { - uuid:6004,name:"光箭绿",sp_name:"atk_c3",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标", + uuid: 6004, name: "光箭绿", sp_name: "atk_c3", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标", }, //怪物战士类型统一使用 6005 6005: { - uuid:6005,name:"光箭深红",sp_name:"atk_c4",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标", + uuid: 6005, name: "光箭深红", sp_name: "atk_c4", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标", }, 6006: { - uuid:6006,name:"光箭灰白",sp_name:"atk_c5",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标", + uuid: 6006, name: "光箭灰白", sp_name: "atk_c5", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标", }, 6007: { - uuid:6007,name:"水球",sp_name:"ball_water",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,info:"一定几率冰冻目标", + uuid: 6007, name: "水球", sp_name: "ball_water", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, info: "一定几率冰冻目标", }, 6008: { - uuid:6008,name:"箭矢",sp_name:"arrow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害", + uuid: 6008, name: "箭矢", sp_name: "arrow", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害", }, 6009: { - uuid:6009,name:"箭矢蓝",sp_name:"arrow_blue",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害", + uuid: 6009, name: "箭矢蓝", sp_name: "arrow_blue", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害", }, 6010: { - uuid:6010,name:"箭矢红",sp_name:"arrow_red",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害", + uuid: 6010, name: "箭矢红", sp_name: "arrow_red", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害", }, 6101: { - uuid:6101,name:"火球",sp_name:"ball_fire",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,frz:0,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率暴击,高阶技能", + uuid: 6101, name: "火球", sp_name: "ball_fire", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, frz: 0, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率暴击,高阶技能", }, 6102: { - uuid:6102,name:"龙卷风",sp_name:"ball_winds",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率击退目标,高阶技能", + uuid: 6102, name: "龙卷风", sp_name: "ball_winds", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率击退目标,高阶技能", }, //怪物法师统一使用 暗影球 - 6103: { - uuid:6103,name:"暗影球",sp_name:"ball_zi",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk", - DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率上毒(后期加入),高阶技能 ", - }, + 6103: { + uuid: 6103, name: "暗影球", sp_name: "ball_zi", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率上毒(后期加入),高阶技能 ", + }, 6104: { - uuid:6104,name:"穿云箭",sp_name:"arrow_big_yellow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"yellow",endAnm:"",act:"max", - DTType:DTType.single,crt:20,ap:100,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.linear,EType:EType.collision,info:"射出强力箭矢,最多穿透6个敌人,附带20%额外暴击率", + uuid: 6104, name: "穿云箭", sp_name: "arrow_big_yellow", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "yellow", endAnm: "", act: "max", + DTType: DTType.single, crt: 20, ap: 100, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.linear, EType: EType.collision, info: "射出强力箭矢,最多穿透6个敌人,附带20%额外暴击率", }, 6105: { - uuid:6105,name:"冰刺",sp_name:"ice_up",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"blues",endAnm:"",act:"max", - DTType:DTType.range,frz:0,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.fixedEnd,EType:EType.animationEnd,info:"召唤冰刺攻击一排的敌人,有概率冰冻", + uuid: 6105, name: "冰刺", sp_name: "ice_up", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max", + DTType: DTType.range, frz: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.fixedEnd, EType: EType.animationEnd, info: "召唤冰刺攻击一排的敌人,有概率冰冻", }, 6106: { - uuid:6106,name:"冰推",sp_name:"ice_t",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"blues",endAnm:"",act:"max", - DTType:DTType.range,frz:0,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.fixed,EType:EType.animationEnd,info:"召唤冰墙阻挡敌人,有概率冰冻,100%击退", + uuid: 6106, name: "冰推", sp_name: "ice_t", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max", + DTType: DTType.range, frz: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.fixed, EType: EType.animationEnd, info: "召唤冰墙阻挡敌人,有概率冰冻,100%击退", }, 6107: { - uuid:6107,name:"陨石",sp_name:"fire_yuns",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"reds",endAnm:"",act:"max", - DTType:DTType.range,crt:20,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote, - RType:RType.fixedEnd,EType:EType.animationEnd,info:"召唤攻击敌人,造成攻击力150%的范围伤害,附带20%额外暴击率", + uuid: 6107, name: "陨石", sp_name: "fire_yuns", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "reds", endAnm: "", act: "max", + DTType: DTType.range, crt: 20, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.fixedEnd, EType: EType.animationEnd, info: "召唤攻击敌人,造成攻击力150%的范围伤害,附带20%额外暴击率", }, //============================= ====== 辅助技能 ====== ========================== - 6301:{ - uuid:6301,name:"护盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_blue",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Shield,ap:3,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,info:"为伙伴/自己添加护盾,可抵挡3次伤害", + 6301: { + uuid: 6301, name: "护盾", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Shield, ap: 3, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, info: "为伙伴/自己添加护盾,可抵挡3次伤害", }, 6302: { - uuid:6302,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Team,readyAnm:"up_green",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Heal,ap:300,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,info:"治疗伙伴/自己", + uuid: 6302, name: "治疗", sp_name: "buff_wind", icon: "1292", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Heal, ap: 300, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, info: "治疗伙伴/自己", }, 6303: { - uuid:6303,name:"获取金币",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_blue",endAnm:"gold",act:"atk", - DTType:DTType.single,kind:SkillKind.Gold,ap:0,gold:10,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,info:"增加一定数量的金币", + uuid: 6303, name: "获取金币", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "gold", act: "atk", + DTType: DTType.single, kind: SkillKind.Gold, ap: 0, gold: 10, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, info: "增加一定数量的金币", }, //==========================buff 技能===================== - 6401:{ - uuid:6401,name:"攻击强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:5,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.ap,info:"全体友方攻击力提升5点,持续1次", + 6401: { + uuid: 6401, name: "攻击强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 5, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力提升5点,持续1次", }, - 6402:{ - uuid:6402,name:"生命强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_hp",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:20,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.hp_max,info:"全体友方最大生命值提升20点,持续1次", + 6402: { + uuid: 6402, name: "生命强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_hp", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值提升20点,持续1次", }, - 6403:{ - uuid:6403,name:"暴击强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.critical,info:"全体友方暴击率提升10%,持续1次", + 6403: { + uuid: 6403, name: "暴击强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, info: "全体友方暴击率提升10%,持续1次", }, - 6404:{ - uuid:6404,name:"暴伤强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.critical_damage,info:"全体友方暴击伤害提升20%,持续1次", + 6404: { + uuid: 6404, name: "暴伤强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical_damage, info: "全体友方暴击伤害提升20%,持续1次", }, - 6405:{ - uuid:6405,name:"冰冻强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.freeze_chance,info:"全体友方冰冻概率提升10%,持续1次", + 6405: { + uuid: 6405, name: "冰冻强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_chance, info: "全体友方冰冻概率提升10%,持续1次", }, - 6406:{ - uuid:6406,name:"击退强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.knockback_chance,info:"全体友方击退概率提升10%,持续1次", + 6406: { + uuid: 6406, name: "击退强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, info: "全体友方击退概率提升10%,持续1次", }, - 6407:{ - uuid:6407,name:"距推强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.knockback_distance,info:"全体友方击退距离提升20点,持续1次", + 6407: { + uuid: 6407, name: "距推强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_distance, info: "全体友方击退距离提升20点,持续1次", }, - 6408:{ - uuid:6408,name:"穿刺强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:20,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.puncture_chance,info:"全体友方穿透概率提升20%,持续1次", + 6408: { + uuid: 6408, name: "穿刺强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, info: "全体友方穿透概率提升20%,持续1次", }, - 6409:{ - uuid:6409,name:"风怒强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.wfuny,info:"全体友方风怒次数提升1次,持续1次", + 6409: { + uuid: 6409, name: "风怒强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, info: "全体友方风怒次数提升1次,持续1次", }, - 6501:{ - uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_ap",endAnm:"",act:"atk", - DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, - RType:RType.fixed,EType:EType.animationEnd,info:"ap 代表复活的生命值百分比", + 6501: { + uuid: 6501, name: "复活", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_ap", endAnm: "", act: "atk", + DTType: DTType.single, kind: SkillKind.Support, ap: 50, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, + RType: RType.fixed, EType: EType.animationEnd, info: "ap 代表复活的生命值百分比", } - + }; //***************驻场技能配置*************** export enum FieldSkillType { @@ -367,6 +367,13 @@ export enum FieldSkillType { HeroCrit = 10, // 英雄暴击加成 HeroCritDamage = 11, // 英雄暴击伤害加成 HeroSpeed = 12, // 英雄攻击速度加成 + // ---- 13~18 由 TalentSet 迁移而来,统一为驻场口径 ---- + BuyDiscount = 13, // 购买卡牌费用减免(金币) + RefreshDiscount = 14, // 刷新卡牌费用减免(金币) + SellBonus = 15, // 出售英雄额外返还(金币) + HeroHp = 16, // 英雄最大生命加成 + HeroWindFury = 17, // 英雄风怒概率加成 + HeroPuncture = 18, // 英雄穿刺概率加成 } export interface FieldSkillConfig { @@ -390,4 +397,11 @@ export const FieldSkillSet: Record = { 7010: { uuid: 7010, name: "暴击加成", type: FieldSkillType.HeroCrit, value: 0.1, info: "英雄暴击率+10%" }, 7011: { uuid: 7011, name: "暴伤加成", type: FieldSkillType.HeroCritDamage, value: 0.5, info: "英雄暴击伤害+50%" }, 7012: { uuid: 7012, name: "攻速加成", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" }, + // ---- 13~18 来自原 TalentSet,统一为驻场百分比 / 绝对值口径 ---- + 7013: { uuid: 7013, name: "购买优惠", type: FieldSkillType.BuyDiscount, value: 1, info: "购买卡牌费用-1金币" }, + 7014: { uuid: 7014, name: "刷新优惠", type: FieldSkillType.RefreshDiscount, value: 1, info: "刷新卡牌费用-1金币" }, + 7015: { uuid: 7015, name: "出售返还", type: FieldSkillType.SellBonus, value: 1, info: "出售英雄额外+1金币" }, + 7016: { uuid: 7016, name: "生命加成", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" }, + 7017: { uuid: 7017, name: "风怒加成", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" }, + 7018: { uuid: 7018, name: "穿刺加成", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" }, }; diff --git a/assets/script/game/common/config/TalentSet.ts b/assets/script/game/common/config/TalentSet.ts deleted file mode 100644 index 182196f7..00000000 --- a/assets/script/game/common/config/TalentSet.ts +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file TalentSet.ts - * @description 天赋系统配置数据,包含经验要求、消耗、每个天赋的具体加成数值和描述。 - */ - -export enum TalentType { - Attack = 1, // 攻击强化 - Hp = 2, // 生命强化 - Critical = 3, // 暴击强化 - WindFury = 4, // 风怒强化 - Freeze = 5, // 冰冻强化 - Puncture = 6, // 穿刺强化 - DeadTrigger = 7,// 亡语强化 - Summon = 8, // 召唤强化 - BuyDiscount = 9,// 采购优惠 - RefreshDiscount = 10, // 刷新优惠 - SellBonus = 11 // 出售补贴 -} - -export interface TalentInfo { - /** 天赋 ID */ - id: number; - /** 天赋名称 */ - name: string; - /** 天赋图标或标识(可选) */ - icon?: string; - /** 描述模板,使用 {value} 替换具体数值 */ - desc: string; - /** 最大等级 */ - maxLevel: number; - /** 每一级的加成数值,从第1级到最大级 */ - values: number[]; - /** 每一级的金币消耗数量,下标 0 表示升到 1 级 */ - costs: number[]; -} - -export const TalentConfig = { - // 玩家升级所需经验配置 - expRequirements: [ - { maxLevel: 10, expPerLevel: 100 }, - { maxLevel: 20, expPerLevel: 150 }, - { maxLevel: 30, expPerLevel: 200 } - ], - - // 所有天赋定义(使用数组维护) - talents: [ - { id: TalentType.Attack, name: "攻击", icon: "3109", desc: "+{value}%", - maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.Hp, name: "生命", icon: "3056", desc: "+{value}%", - maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.Critical, name: "暴击率", icon: "3063", desc: "+{value}%", - maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.WindFury, name: "风怒率", icon: "3138", desc: "+{value}%", - maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.Freeze, name: "冰冻率", icon: "3136", desc: "+{value}%", - maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.Puncture, name: "穿刺", icon: "3105", desc: "+{value}", - maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] }, - { id: TalentType.DeadTrigger, name: "亡语触发", icon: "3062", desc: "+{value}次", - maxLevel: 1, values: [1], costs: [25] }, - { id: TalentType.Summon, name: "召唤触发", icon: "3054", desc: "+{value}次", - maxLevel: 1, values: [1], costs: [25] }, - { id: TalentType.BuyDiscount, name: "购买优惠", icon: "3020", desc: "-{value}金币", - maxLevel: 1, values: [1], costs: [10] }, - { id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "3019", desc: "-{value}金币", - maxLevel: 1, values: [1], costs: [10] }, - { id: TalentType.SellBonus, name: "出售返还", icon: "3151", desc: "+{value}金币", - maxLevel: 1, values: [1], costs: [10] } - ] as TalentInfo[] -}; diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 5ff8f14a..58c51823 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -132,9 +132,14 @@ export class Hero extends ecs.Entity { model.base_ap = base_ap; model.base_hp = base_hp; - // 英雄与怪物统一使用基础值(天赋系统已移除) - model.ap = base_ap; - model.hp = model.hp_max = base_hp; + // 英雄享受驻场百分比加成,怪物保持基础值 + if (model.fac === FacSet.HERO) { + model.ap = model.getRuntimeAp(base_ap); + model.hp = model.hp_max = model.getRuntimeHp(base_hp); + } else { + model.ap = base_ap; + model.hp = model.hp_max = base_hp; + } model.speed = hero.speed ?? 800; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 1e8db1b7..02fc0070 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -225,7 +225,7 @@ export class HeroAttrsComp extends ecs.Comp { } /** 将驻场配置值统一换算成百分比数值,兼容 0.2 和 20 两种写法。 */ - private getFieldPercentValue(type: FieldSkillType): number { + public static getFieldPercentValue(type: FieldSkillType): number { const rawValue = FieldSkillHelper.getFieldSkillTotalValue(type); if (Math.abs(rawValue) <= HeroAttrsComp.percentRateThreshold) { return rawValue * 100; @@ -236,30 +236,49 @@ export class HeroAttrsComp extends ecs.Comp { /** 英雄实时暴击率 = 基础暴击率 + 驻场暴击率。 */ public getRuntimeCritical(): number { if (this.fac !== FacSet.HERO) return this.critical; - return this.critical + this.getFieldPercentValue(FieldSkillType.HeroCrit); + return this.critical + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroCrit); } /** 英雄实时冰冻率 = 基础冰冻率 + 驻场冰冻率。 */ public getRuntimeFreezeChance(): number { if (this.fac !== FacSet.HERO) return this.freeze_chance; - return this.freeze_chance + this.getFieldPercentValue(FieldSkillType.HeroFrost); + return this.freeze_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroFrost); } - /** 英雄实时穿透概率 = 基础穿透概率。 */ + /** 英雄实时风怒概率 = 基础风怒 + 驻场风怒。 */ + public getRuntimeWindFury(): number { + if (this.fac !== FacSet.HERO) return this.wfuny; + return this.wfuny + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroWindFury); + } + + /** 英雄实时穿透概率 = 基础穿透 + 驻场穿透。 */ public getRuntimePunctureChance(): number { - return this.puncture_chance; + if (this.fac !== FacSet.HERO) return this.puncture_chance; + return this.puncture_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroPuncture); } /** 英雄实时暴击伤害 = 基础额外暴伤 + 驻场暴伤。 */ public getRuntimeCritDamageBonus(): number { if (this.fac !== FacSet.HERO) return this.crit_damage; - return this.crit_damage + this.getFieldPercentValue(FieldSkillType.HeroCritDamage); + return this.crit_damage + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroCritDamage); } /** 攻速加成通过缩短普通攻击技能 CD 生效,正值越高,攻击越快。 */ public getRuntimeAttackSpeedBonus(): number { if (this.fac !== FacSet.HERO) return 0; - return this.getFieldPercentValue(FieldSkillType.HeroSpeed); + return HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroSpeed); + } + + /** 英雄实时攻击力 = 基础攻击 × (1 + 驻场攻击百分比)。 */ + public getRuntimeAp(baseAp: number): number { + if (this.fac !== FacSet.HERO) return baseAp; + return baseAp * (1 + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroAtk) / 100); + } + + /** 英雄实时最大生命 = 基础生命 × (1 + 驻场生命百分比)。 */ + public getRuntimeHp(baseHp: number): number { + if (this.fac !== FacSet.HERO) return baseHp; + return baseHp * (1 + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroHp) / 100); } /** 根据攻速加成换算实际攻击间隔,避免直接改写配置里的基础 CD。 */ @@ -369,13 +388,6 @@ export class HeroAttrsComp extends ecs.Comp { this.dirty_hp = false; this.dirty_shield = false; } - - - - /** 获取指定天赋的加成数值 —— 天赋系统已移除,方法保留为空 stub 防止编译错误 */ - public static getTalentValue(_talentId: number): number { - return 0; - } } @ecs.register('HeroBuffSystem') diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts index c010381e..9c1d73d7 100644 --- a/assets/script/game/map/CardComp.ts +++ b/assets/script/game/map/CardComp.ts @@ -33,6 +33,8 @@ import { smc } from "../common/SingletonModuleComp"; import { UIID } from "../common/config/GameUIConfig"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; +import { FieldSkillType } from "../common/config/SkillSet"; +import { FieldSkillHelper } from "../hero/FieldSkillHelper"; import { getLvColor } from "../common/config/GameSet"; import { MissionEconomy } from "./MissionEconomy"; @@ -249,7 +251,11 @@ export class CardComp extends CCComp { this.card_type = data.type; let baseCost = data.cost ?? 0; - // 天赋系统已移除:购买费用不再有优惠 + if (this.card_type === CardType.Hero) { + // 驻场英雄带来的"购买优惠"折扣 + const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.BuyDiscount); + baseCost = Math.max(0, baseCost - discount); + } this.card_cost = Math.floor(baseCost); this.node.active = true; diff --git a/assets/script/game/map/MissionEconomy.ts b/assets/script/game/map/MissionEconomy.ts index fdf2de13..10cb0cee 100644 --- a/assets/script/game/map/MissionEconomy.ts +++ b/assets/script/game/map/MissionEconomy.ts @@ -48,7 +48,9 @@ export class MissionEconomy { */ static getRefreshCost(baseCost: number = 1): number { let cost = baseCost; - // 天赋系统已移除:刷新卡牌费用不再有优惠 + // 驻场英雄带来的"刷新优惠"折扣 + const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.RefreshDiscount); + cost = Math.max(0, cost - discount); return Math.floor(cost); } @@ -71,8 +73,9 @@ export class MissionEconomy { const sellByLevel: Record = { 1: 3, 2: 10, 3: 25 }; const baseSellGold = sellByLevel[heroLevel] || 3; const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold); - const totalSellGold = baseSellGold + goldBoost; - // 天赋系统已移除:不再追加 SellBonus + // 驻场英雄带来的"出售返还"加成 + const sellBonus = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellBonus); + const totalSellGold = baseSellGold + goldBoost + sellBonus; return Math.floor(totalSellGold); }