2 Commits

Author SHA1 Message Date
panw
4a7d74f011 refactor(config): 压缩天赋配置数组格式以提高可读性 2026-04-28 14:45:49 +08:00
panw
fb3b9054dd 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
2026-04-28 14:45:37 +08:00
2 changed files with 31 additions and 81 deletions

View File

@@ -14,10 +14,10 @@ export interface TalentInfo {
desc: string; desc: string;
/** 最大等级 */ /** 最大等级 */
maxLevel: number; maxLevel: number;
/** 每级提升的数值 */ /** 每一级的加成数值从第1级到最大级 */
valuePerLevel: number; values: number[];
/** 获取指定等级下的实际加成数值 */ /** 升到每一级所需的消耗点数从第1级到最大级 */
getValue: (level: number) => number; costs: number[];
} }
export const TalentConfig = { export const TalentConfig = {
@@ -28,80 +28,27 @@ export const TalentConfig = {
{ maxLevel: 30, expPerLevel: 200 } { maxLevel: 30, expPerLevel: 200 }
], ],
// 天赋升级消耗点数 (第1级到第5级消耗)
costPerLevel: [1, 1, 2, 2, 3],
// 天赋列表 // 天赋列表
talents: [ talents: [
{ { id: 1, name: "攻击强化", icon: "⚔️", desc: "所有英雄 ATK +{value}%",
id: 1, name: "攻击强化", icon: "⚔️", maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] },
desc: "所有英雄 ATK +{value}%", { id: 2, name: "生命强化", icon: "❤️", desc: "所有英雄 HP +{value}%",
maxLevel: 5, maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
valuePerLevel: 3, { id: 3, name: "暴击强化", icon: "🔥", desc: "所有英雄暴击率 +{value}%",
getValue: (level: number) => level * 3 maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
}, { id: 4, name: "风怒强化", icon: "⚡", desc: "所有英雄风怒率 +{value}%",
{ maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
id: 2, name: "生命强化", icon: "", { id: 5, name: "冰冻强化", icon: "", desc: "所有英雄冰冻率 +{value}%",
desc: "所有英雄 HP +{value}%", maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
maxLevel: 5, { id: 6, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
valuePerLevel: 5, maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
getValue: (level: number) => level * 5 { id: 7, name: "护盾强化", icon: "🛡️", desc: "所有护盾效果 +{value}%",
}, maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
{ { id: 8, name: "采购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
id: 3, name: "暴击强化", icon: "🔥", maxLevel: 5, values: [1, 2, 3, 4, 5], costs: [1, 1, 2, 2, 3] },
desc: "所有英雄暴击率 +{value}%", { id: 9, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}",
maxLevel: 5, maxLevel: 5, values: [0.5, 1.0, 1.5, 2.0, 2.5], costs: [1, 1, 2, 2, 3] },
valuePerLevel: 2, { id: 10, name: "出售补贴", icon: "💰", desc: "出售英雄返还 +{value}%金币",
getValue: (level: number) => level * 2 maxLevel: 5, values: [10, 20, 30, 40, 50], costs: [1, 1, 2, 2, 3] }
},
{
id: 4, name: "风怒强化", icon: "⚡",
desc: "所有英雄风怒率 +{value}%",
maxLevel: 5,
valuePerLevel: 2,
getValue: (level: number) => level * 2
},
{
id: 5, name: "冰冻强化", icon: "❄️",
desc: "所有英雄冰冻率 +{value}%",
maxLevel: 5,
valuePerLevel: 2,
getValue: (level: number) => level * 2
},
{
id: 6, name: "穿刺强化", icon: "🗡️",
desc: "所有英雄穿刺 +{value}",
maxLevel: 5,
valuePerLevel: 0.2,
getValue: (level: number) => Number((level * 0.2).toFixed(1))
},
{
id: 7, name: "护盾强化", icon: "🛡️",
desc: "所有护盾效果 +{value}%",
maxLevel: 5,
valuePerLevel: 5,
getValue: (level: number) => level * 5
},
{
id: 8, name: "采购优惠", icon: "🛒",
desc: "购买英雄 -{value}金",
maxLevel: 5,
valuePerLevel: 1,
getValue: (level: number) => level * 1
},
{
id: 9, name: "刷新优惠", icon: "🔄",
desc: "刷新重抽 -{value}金",
maxLevel: 5,
valuePerLevel: 0.5,
getValue: (level: number) => Number((level * 0.5).toFixed(1))
},
{
id: 10, name: "出售补贴", icon: "💰",
desc: "出售英雄返还 +{value}%金币",
maxLevel: 5,
valuePerLevel: 10,
getValue: (level: number) => level * 10
}
] as TalentInfo[] ] as TalentInfo[]
}; };

View File

@@ -172,14 +172,14 @@ export class TalentsComp extends CCComp {
} }
if (lblDesc) { if (lblDesc) {
let currentVal = talentInfo.getValue(currentLevel); let currentVal = currentLevel === 0 ? 0 : talentInfo.values[currentLevel - 1];
lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString()); lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
} }
if (lblLevel) lblLevel.string = `Lv.${currentLevel}`; if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
let isMax = currentLevel >= talentInfo.maxLevel; let isMax = currentLevel >= talentInfo.maxLevel;
let cost = isMax ? 0 : TalentConfig.costPerLevel[currentLevel]; let cost = isMax ? 0 : talentInfo.costs[currentLevel];
let points = smc.collection.talent_points || 0; let points = smc.collection.talent_points || 0;
if (lblCost) { if (lblCost) {
@@ -229,8 +229,11 @@ export class TalentsComp extends CCComp {
let refundedPoints = 0; let refundedPoints = 0;
for (let id in collection.talents) { for (let id in collection.talents) {
let level = collection.talents[id]; let level = collection.talents[id];
let talentInfo = TalentConfig.talents.find(t => t.id === Number(id));
if (talentInfo) {
for (let i = 0; i < level; i++) { for (let i = 0; i < level; i++) {
refundedPoints += TalentConfig.costPerLevel[i]; refundedPoints += talentInfo.costs[i];
}
} }
} }