refactor(talents): 重构天赋数值与消耗配置结构
- 将 TalentInfo 中的 `valuePerLevel` 和 `getValue` 方法替换为显式的 `values` 数组 - 将全局的 `costPerLevel` 数组替换为每个天赋独立的 `costs` 数组 - 更新 TalentsComp 逻辑以使用新的配置结构
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@@ -14,10 +14,10 @@ export interface TalentInfo {
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desc: string;
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/** 最大等级 */
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maxLevel: number;
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/** 每级提升的数值 */
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valuePerLevel: number;
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/** 获取指定等级下的实际加成数值 */
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getValue: (level: number) => number;
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/** 每一级的加成数值,从第1级到最大级 */
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values: number[];
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/** 升到每一级所需的消耗点数,从第1级到最大级 */
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costs: number[];
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}
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export const TalentConfig = {
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@@ -28,80 +28,77 @@ export const TalentConfig = {
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{ maxLevel: 30, expPerLevel: 200 }
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],
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// 天赋升级消耗点数 (第1级到第5级消耗)
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costPerLevel: [1, 1, 2, 2, 3],
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// 天赋列表
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talents: [
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{
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id: 1, name: "攻击强化", icon: "⚔️",
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desc: "所有英雄 ATK +{value}%",
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maxLevel: 5,
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valuePerLevel: 3,
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getValue: (level: number) => level * 3
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values: [3, 6, 9, 12, 15],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 2, name: "生命强化", icon: "❤️",
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desc: "所有英雄 HP +{value}%",
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maxLevel: 5,
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valuePerLevel: 5,
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getValue: (level: number) => level * 5
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values: [5, 10, 15, 20, 25],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 3, name: "暴击强化", icon: "🔥",
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desc: "所有英雄暴击率 +{value}%",
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maxLevel: 5,
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valuePerLevel: 2,
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getValue: (level: number) => level * 2
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values: [2, 4, 6, 8, 10],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 4, name: "风怒强化", icon: "⚡",
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desc: "所有英雄风怒率 +{value}%",
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maxLevel: 5,
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valuePerLevel: 2,
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getValue: (level: number) => level * 2
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values: [2, 4, 6, 8, 10],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 5, name: "冰冻强化", icon: "❄️",
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desc: "所有英雄冰冻率 +{value}%",
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maxLevel: 5,
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valuePerLevel: 2,
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getValue: (level: number) => level * 2
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values: [2, 4, 6, 8, 10],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 6, name: "穿刺强化", icon: "🗡️",
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desc: "所有英雄穿刺 +{value}",
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maxLevel: 5,
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valuePerLevel: 0.2,
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getValue: (level: number) => Number((level * 0.2).toFixed(1))
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values: [0.2, 0.4, 0.6, 0.8, 1.0],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 7, name: "护盾强化", icon: "🛡️",
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desc: "所有护盾效果 +{value}%",
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maxLevel: 5,
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valuePerLevel: 5,
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getValue: (level: number) => level * 5
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values: [5, 10, 15, 20, 25],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 8, name: "采购优惠", icon: "🛒",
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desc: "购买英雄 -{value}金",
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maxLevel: 5,
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valuePerLevel: 1,
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getValue: (level: number) => level * 1
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values: [1, 2, 3, 4, 5],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 9, name: "刷新优惠", icon: "🔄",
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desc: "刷新重抽 -{value}金",
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maxLevel: 5,
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valuePerLevel: 0.5,
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getValue: (level: number) => Number((level * 0.5).toFixed(1))
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values: [0.5, 1.0, 1.5, 2.0, 2.5],
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costs: [1, 1, 2, 2, 3]
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},
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{
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id: 10, name: "出售补贴", icon: "💰",
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desc: "出售英雄返还 +{value}%金币",
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maxLevel: 5,
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valuePerLevel: 10,
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getValue: (level: number) => level * 10
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values: [10, 20, 30, 40, 50],
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costs: [1, 1, 2, 2, 3]
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}
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] as TalentInfo[]
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};
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@@ -172,14 +172,14 @@ export class TalentsComp extends CCComp {
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}
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if (lblDesc) {
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let currentVal = talentInfo.getValue(currentLevel);
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let currentVal = currentLevel === 0 ? 0 : talentInfo.values[currentLevel - 1];
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lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
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}
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if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
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let isMax = currentLevel >= talentInfo.maxLevel;
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let cost = isMax ? 0 : TalentConfig.costPerLevel[currentLevel];
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let cost = isMax ? 0 : talentInfo.costs[currentLevel];
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let points = smc.collection.talent_points || 0;
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if (lblCost) {
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@@ -229,8 +229,11 @@ export class TalentsComp extends CCComp {
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let refundedPoints = 0;
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for (let id in collection.talents) {
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let level = collection.talents[id];
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let talentInfo = TalentConfig.talents.find(t => t.id === Number(id));
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if (talentInfo) {
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for (let i = 0; i < level; i++) {
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refundedPoints += TalentConfig.costPerLevel[i];
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refundedPoints += talentInfo.costs[i];
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}
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}
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}
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