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95ea36651e
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95ea36651e | ||
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1a45c87e70 | ||
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738ecf3bf8 |
@@ -7,6 +7,8 @@ import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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import { GameEvent } from "./config/GameEvent";
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import { GameScoreStats } from "./config/HeroAttrs";
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import { mLogger } from "./Logger";
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import { TalentType } from "./config/TalentSet";
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* @param remoteData 远程数据(云端或本地调试)
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@@ -16,7 +18,7 @@ interface GameDate{
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heros:any,
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fight_hero:number,
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collection?: {
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talents: Record<number, number>,
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talents: Partial<Record<TalentType, number>>,
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player_level: number,
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player_exp: number,
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talent_points: number,
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@@ -63,7 +65,7 @@ export class SingletonModuleComp extends ecs.Comp {
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heros:any= [5001]
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collection: {
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talents: Record<number, number>;
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talents: Partial<Record<TalentType, number>>;
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player_level: number;
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player_exp: number;
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talent_points: number;
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@@ -3,6 +3,20 @@
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* @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。
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*/
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export enum TalentType {
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Attack = 1, // 攻击强化
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Hp = 2, // 生命强化
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Critical = 3, // 暴击强化
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WindFury = 4, // 风怒强化
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Freeze = 5, // 冰冻强化
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Puncture = 6, // 穿刺强化
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DeadTrigger = 7,// 亡语强化
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Summon = 8, // 召唤强化
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BuyDiscount = 9,// 采购优惠
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RefreshDiscount = 10, // 刷新优惠
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SellBonus = 11 // 出售补贴
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}
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export interface TalentInfo {
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/** 天赋 ID */
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id: number;
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@@ -28,27 +42,29 @@ export const TalentConfig = {
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{ maxLevel: 30, expPerLevel: 200 }
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],
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// 天赋列表
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// 所有天赋定义(使用数组维护)
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talents: [
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{ id: 1, name: "攻击强化", icon: "⚔️", desc: "所有英雄 ATK +{value}%",
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{ id: TalentType.Attack, name: "攻击强化", icon: "⚔️", desc: "所有英雄 ATK +{value}%",
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maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] },
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{ id: 2, name: "生命强化", icon: "❤️", desc: "所有英雄 HP +{value}%",
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{ id: TalentType.Hp, name: "生命强化", icon: "❤️", desc: "所有英雄 HP +{value}%",
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maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
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{ id: 3, name: "暴击强化", icon: "🔥", desc: "所有英雄暴击率 +{value}%",
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{ id: TalentType.Critical, name: "暴击强化", icon: "🔥", desc: "所有英雄暴击率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: 4, name: "风怒强化", icon: "⚡", desc: "所有英雄风怒率 +{value}%",
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{ id: TalentType.WindFury, name: "风怒强化", icon: "⚡", desc: "所有英雄风怒率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: 5, name: "冰冻强化", icon: "❄️", desc: "所有英雄冰冻率 +{value}%",
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{ id: TalentType.Freeze, name: "冰冻强化", icon: "❄️", desc: "所有英雄冰冻率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: 6, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
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{ id: TalentType.Puncture, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
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{ id: 7, name: "护盾强化", icon: "🛡️", desc: "所有护盾效果 +{value}%",
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maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
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{ id: 8, name: "采购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
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maxLevel: 5, values: [1, 2, 3, 4, 5], costs: [1, 1, 2, 2, 3] },
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{ id: 9, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}金",
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maxLevel: 5, values: [0.5, 1.0, 1.5, 2.0, 2.5], costs: [1, 1, 2, 2, 3] },
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{ id: 10, name: "出售补贴", icon: "💰", desc: "出售英雄返还 +{value}%金币",
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maxLevel: 5, values: [10, 20, 30, 40, 50], costs: [1, 1, 2, 2, 3] }
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{ id: TalentType.DeadTrigger, name: "亡语强化", icon: "🛡️", desc: "死亡触发技能额外触发次数+{value}次",
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maxLevel: 5, values: [1], costs: [25] },
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{ id: TalentType.Summon, name: "召唤强化", icon: "🛡️", desc: "召唤触发技能额外触发次数+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: TalentType.BuyDiscount, name: "采购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
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maxLevel: 1, values: [1], costs: [10] },
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{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}金",
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maxLevel: 1, values: [1], costs: [10] },
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{ id: TalentType.SellBonus, name: "出售补贴", icon: "💰", desc: "出售英雄返还 +{value}金币",
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maxLevel: 1, values: [1], costs: [10] }
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] as TalentInfo[]
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};
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@@ -11,6 +11,7 @@ import { Attrs} from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
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@ecs.register(`Hero`)
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@@ -120,8 +121,25 @@ export class Hero extends ecs.Entity {
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// 基础属性按等级倍率初始化
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// 使用指数增长公式,等级2时为原来的3倍,等级3时为原来的9倍 (若需线性增长可改为 hero.ap * (1 + (model.lv - 1) * (FightSet.H_HERO_POW - 1)))
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model.ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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model.hp = model.hp_max = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_hp = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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// 应用天赋加成
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if (model.fac === FacSet.HERO) {
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let apBonus = HeroAttrsComp.getTalentValue(TalentType.Attack); // 攻击强化
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let hpBonus = HeroAttrsComp.getTalentValue(TalentType.Hp); // 生命强化
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model.ap = base_ap * (1 + apBonus / 100);
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model.hp = model.hp_max = base_hp * (1 + hpBonus / 100);
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model.critical = HeroAttrsComp.getTalentValue(TalentType.Critical); // 暴击强化
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model.wfuny = HeroAttrsComp.getTalentValue(TalentType.WindFury); // 风怒强化
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model.freeze_chance = HeroAttrsComp.getTalentValue(TalentType.Freeze); // 冰冻强化
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model.puncture = HeroAttrsComp.getTalentValue(TalentType.Puncture); // 穿刺强化
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// 护盾强化 和 亡语强化 在对应逻辑中应用
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} else {
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model.ap = base_ap;
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model.hp = model.hp_max = base_hp;
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}
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model.speed = hero.speed;
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// 构建技能表并注入运行时冷却字段 ccd
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@@ -203,6 +221,9 @@ export class Hero extends ecs.Entity {
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// 落地后触发 call 技能
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if (model && model.call && model.call.length > 0) {
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let triggerCount = 1 + HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SummonCount);
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if (model.fac === FacSet.HERO) {
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triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon); // 召唤强化额外次数
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}
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triggerCount = Math.max(1, Math.floor(triggerCount));
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for (let i = 0; i < triggerCount; i++) {
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@@ -4,6 +4,8 @@ import { mLogger } from "../common/Logger";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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import { TalentConfig, TalentType } from "../common/config/TalentSet";
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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public debugMode: boolean = false;
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@@ -298,6 +300,16 @@ export class HeroAttrsComp extends ecs.Comp {
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});
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return total;
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}
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/** 获取指定天赋的加成数值 */
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public static getTalentValue(talentId: TalentType): number {
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if (!smc || !smc.collection || !smc.collection.talents) return 0;
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let level = smc.collection.talents[talentId] || 0;
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if (level <= 0) return 0;
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (!talentInfo || !talentInfo.values || level > talentInfo.values.length) return 0;
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return talentInfo.values[level - 1];
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}
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}
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@ecs.register('HeroBuffSystem')
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@@ -30,6 +30,8 @@ import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { TalentType } from "../common/config/TalentSet";
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@@ -272,7 +274,14 @@ export class CardComp extends CCComp {
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this.cardData = data;
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this.card_uuid = data.uuid;
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this.card_type = data.type;
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this.card_cost = data.cost;
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let baseCost = data.cost ?? 0;
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if (this.card_type === CardType.Hero) {
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const discount = HeroAttrsComp.getTalentValue(TalentType.BuyDiscount);
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baseCost = Math.max(0, baseCost - discount);
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}
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this.card_cost = Math.floor(baseCost);
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this.node.active = true;
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this.isEnlarged = false;
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this.applyCardUI();
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@@ -300,7 +309,7 @@ export class CardComp extends CCComp {
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*/
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useCard(): CardConfig | null {
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if (!this.cardData || this.isUsing) return null;
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const cardCost = Math.max(0, Math.floor(this.cardData.cost ?? 0));
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const cardCost = this.card_cost;
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const currentCoin = this.getMissionCoin();
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// 金币不足 → 提示并回弹
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if (currentCoin < cardCost) {
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@@ -24,6 +24,8 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { TalentType } from "../common/config/TalentSet";
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import { Hero } from "../hero/Hero";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -267,7 +269,15 @@ export class HInfoComp extends CCComp {
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// 卖出英雄金币收益
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const baseSellGold = 1; // 基础卖出金币
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const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SellGold);
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const totalSellGold = baseSellGold + goldBoost;
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let totalSellGold = baseSellGold + goldBoost;
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// 应用天赋 SellBonus (增加数值)
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const bonusGold = HeroAttrsComp.getTalentValue(TalentType.SellBonus);
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if (bonusGold > 0) {
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totalSellGold += bonusGold;
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}
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totalSellGold = Math.floor(totalSellGold);
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oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: totalSellGold });
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oops.gui.remove(UIID.IBox);
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@@ -48,6 +48,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { MoveComp } from "../hero/MoveComp";
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import { MissionHeroCompComp } from "./MissionHeroComp";
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import { TalentType } from "../common/config/TalentSet";
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const { ccclass, property } = _decorator;
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@@ -840,7 +841,10 @@ export class MissionCardComp extends CCComp {
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}
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private getRefreshCost(): number {
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return Math.max(0, Math.floor(this.refreshCost));
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let cost = this.refreshCost;
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const discount = HeroAttrsComp.getTalentValue(TalentType.RefreshDiscount);
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cost = Math.max(0, cost - discount);
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return Math.floor(cost);
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}
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private ensureHeroInfoPanel(eid: number, model: HeroAttrsComp) {
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@@ -24,7 +24,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { mLogger } from "../common/Logger";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { TalentConfig, TalentInfo } from "../common/config/TalentSet";
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import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
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const { ccclass, property } = _decorator;
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@@ -145,14 +145,14 @@ export class TalentsComp extends CCComp {
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TalentConfig.talents.forEach(talentInfo => {
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let itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id] || 0);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
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});
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} else {
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// 否则直接更新现有节点
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TalentConfig.talents.forEach((talentInfo, index) => {
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let itemNode = this.talents_content.children[index];
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if (itemNode) {
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id] || 0);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
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}
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});
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}
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@@ -197,7 +197,7 @@ export class TalentsComp extends CCComp {
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}
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/** 点击升级按钮 */
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private onUpgradeClicked(talentId: number, currentLevel: number, cost: number) {
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private onUpgradeClicked(talentId: TalentType, currentLevel: number, cost: number) {
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const collection = smc.collection;
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let points = collection.talent_points || 0;
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@@ -228,8 +228,9 @@ export class TalentsComp extends CCComp {
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// 计算已消耗的天赋点总和
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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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let talentId = Number(id) as TalentType;
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let level = collection.talents[talentId] || 0;
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (talentInfo) {
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for (let i = 0; i < level; i++) {
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refundedPoints += talentInfo.costs[i];
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