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2ee8eb097e
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7a0b3ee74d |
@@ -20,5 +20,13 @@
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"role_hp": "HP",
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"role_power": "Power",
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"role_physical": "Physical",
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"role_agile": "Agile"
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"role_agile": "Agile",
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"fskill_name_7009": "Frost Domain",
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"fskill_name_7010": "Deadly Focus",
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"fskill_name_7011": "Rending Strike",
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"fskill_name_7012": "Gale March",
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"fskill_info_7009": "Increase all allied heroes' freeze chance by {0}%",
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"fskill_info_7010": "Increase all allied heroes' critical chance by {0}%",
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"fskill_info_7011": "Increase all allied heroes' critical damage by {0}%",
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"fskill_info_7012": "Increase all allied heroes' attack speed by {0}%"
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}
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@@ -152,6 +152,10 @@
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"fskill_name_7006": "商业大亨",
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"fskill_name_7007": "神圣恢复",
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"fskill_name_7008": "战鼓激昂",
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"fskill_name_7009": "寒霜领域",
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"fskill_name_7010": "致命专注",
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"fskill_name_7011": "裂伤打击",
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"fskill_name_7012": "疾风战歌",
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"fskill_info_7001": "场上所有友方召唤触发技能触发次数+{0}",
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"fskill_info_7002": "场上所有友方死亡触发技能触发次数+{0}",
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@@ -161,6 +165,10 @@
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"fskill_info_7006": "卖出英雄时金币收益提升{0}",
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"fskill_info_7007": "战斗结束时全队恢复效果+{0}%",
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"fskill_info_7008": "场上所有友方攻击力提升{0}%",
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"fskill_info_7009": "场上所有友方冰冻概率提升{0}%",
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"fskill_info_7010": "场上所有友方暴击率提升{0}%",
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"fskill_info_7011": "场上所有友方暴击伤害提升{0}%",
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"fskill_info_7012": "场上所有友方攻击速度提升{0}%",
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"hl_title_CritMaster_1": "初级暴击者",
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"hl_title_CritMaster_2": "暴击大师",
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@@ -8,7 +8,7 @@ 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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import { TalentFragmentType, TalentType } from "./config/TalentSet";
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import { gameDataSync } from "./GameDataSync";
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import { FightSet } from "./config/GameSet";
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@@ -23,7 +23,8 @@ export interface GameDate{
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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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talent_fragments: Partial<Record<TalentFragmentType, number>>,
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talent_points?: number,
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}
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}
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export interface CloudData {
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@@ -66,12 +67,14 @@ export class SingletonModuleComp extends ecs.Comp {
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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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talent_fragments: Partial<Record<TalentFragmentType, number>>;
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talent_points?: number;
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} = {
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talents: {}, // 存储各个天赋的等级: { talent_id: level }
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player_level: 1, // 玩家等级
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player_exp: 0, // 玩家当前经验
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talent_points: 0, // 当前可用天赋点
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talent_fragments: {}, // 当前拥有的天赋碎片库存
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talent_points: 0, // 兼容旧存档的历史字段
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};
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vmdata: any = {
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@@ -240,6 +243,7 @@ export class SingletonModuleComp extends ecs.Comp {
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if (remoteCol.talents) this.collection.talents = remoteCol.talents;
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if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
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if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
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if (remoteCol.talent_fragments) this.collection.talent_fragments = remoteCol.talent_fragments;
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if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
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}
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}
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@@ -23,6 +23,7 @@ export enum Attrs {
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// ==================== 暴击与命中属性 ====================
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critical = "critical", // 暴击率
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critical_damage = "critical_damage", // 暴击伤害
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// ==================== 特殊效果属性 ====================
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freeze_chance = "freeze_chance", // 冰冻概率
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@@ -226,6 +226,9 @@ export const SkillSet: Record<number, SkillConfig> = {
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RType:RType.bezier,EType:EType.collision,buffs:[],info:t("skill_info_6008", 1, 100),
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},
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//大招
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6101: {
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uuid:6101,name:t("skill_name_6101"),sp_name:"atk_fire",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"reds",endAnm:"",act:"max",
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@@ -322,7 +325,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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}
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};
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//***************驻场技能配置***************
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export enum FieldSkillType {
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SummonCount = 1, // 召唤触发技能次数提升
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DeadCount = 2, // 死亡触发技能次数提升
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@@ -332,6 +335,10 @@ export enum FieldSkillType {
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SellGold = 6, // 卖出英雄金币提升
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WaveHeal = 7, // 战斗结束生命回复量提升
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HeroAtk = 8, // 英雄攻击力加成
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HeroFrost = 9, // 英雄冰冻加成
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HeroCrit = 10, // 英雄暴击加成
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HeroCritDamage = 11, // 英雄暴击伤害加成
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HeroSpeed = 12, // 英雄攻击速度加成
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}
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export interface FieldSkillConfig {
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@@ -351,5 +358,8 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
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7006: { uuid: 7006, name: t("fskill_name_7006"), type: FieldSkillType.SellGold, value: 5, info: t("fskill_info_7006", 5) },
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7007: { uuid: 7007, name: t("fskill_name_7007"), type: FieldSkillType.WaveHeal, value: 0.3, info: t("fskill_info_7007", 30) },
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7008: { uuid: 7008, name: t("fskill_name_7008"), type: FieldSkillType.HeroAtk, value: 0.2, info: t("fskill_info_7008", 20) },
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7009: { uuid: 7009, name: t("fskill_name_7009"), type: FieldSkillType.HeroFrost, value: 0.1, info: t("fskill_info_7009", 10) },
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7010: { uuid: 7010, name: t("fskill_name_7010"), type: FieldSkillType.HeroCrit, value: 0.1, info: t("fskill_info_7010", 10) },
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7011: { uuid: 7011, name: t("fskill_name_7011"), type: FieldSkillType.HeroCritDamage, value: 0.5, info: t("fskill_info_7011", 50) },
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7012: { uuid: 7012, name: t("fskill_name_7012"), type: FieldSkillType.HeroSpeed, value: 0.2, info: t("fskill_info_7012", 20) },
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};
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@@ -17,6 +17,28 @@ export enum TalentType {
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SellBonus = 11 // 出售补贴
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}
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export enum TalentFragmentType {
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Power = 1, // 力量碎片
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Tempest = 2, // 风暴碎片
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Vitality = 3, // 生机碎片
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Frost = 4, // 寒霜碎片
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Tactics = 5, // 谋略碎片
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Spirit = 6, // 灵契碎片
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Trade = 7, // 商贸碎片
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Fate = 8 // 命运碎片
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}
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export interface TalentFragmentInfo {
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/** 碎片 ID */
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id: TalentFragmentType;
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/** 碎片名称 */
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name: string;
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/** 碎片图标或标识(可选) */
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icon?: string;
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/** 该碎片可用于哪些天赋,单个碎片最多映射 3 个天赋 */
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talentIds: TalentType[];
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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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@@ -30,8 +52,10 @@ export interface TalentInfo {
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maxLevel: 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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/** 每一级的消耗数量,下标 0 表示升到 1 级 */
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costs: number[];
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/** 升级所需的单碎片类型 */
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fragmentType: TalentFragmentType;
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}
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export const TalentConfig = {
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@@ -42,29 +66,41 @@ export const TalentConfig = {
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{ maxLevel: 30, expPerLevel: 200 }
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],
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// 天赋碎片配置:不同天赋可共用同一种碎片,单个碎片最多映射 3 个天赋
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fragments: [
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{ id: TalentFragmentType.Power, name: "力量碎片", icon: "◆", talentIds: [TalentType.Attack, TalentType.Critical, TalentType.Puncture] },
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{ id: TalentFragmentType.Tempest, name: "风暴碎片", icon: "◇", talentIds: [TalentType.WindFury, TalentType.RefreshDiscount] },
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{ id: TalentFragmentType.Vitality, name: "生机碎片", icon: "●", talentIds: [TalentType.Hp, TalentType.DeadTrigger, TalentType.Summon] },
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{ id: TalentFragmentType.Frost, name: "寒霜碎片", icon: "○", talentIds: [TalentType.Freeze] },
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{ id: TalentFragmentType.Tactics, name: "谋略碎片", icon: "■", talentIds: [TalentType.BuyDiscount] },
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{ id: TalentFragmentType.Spirit, name: "灵契碎片", icon: "□", talentIds: [TalentType.SellBonus] },
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{ id: TalentFragmentType.Trade, name: "商贸碎片", icon: "▲", talentIds: [] },
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{ id: TalentFragmentType.Fate, name: "命运碎片", icon: "△", talentIds: [] }
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] as TalentFragmentInfo[],
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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: 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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maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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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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maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Vitality },
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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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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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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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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Tempest },
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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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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Frost },
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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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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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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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maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
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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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maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
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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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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tactics },
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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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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tempest },
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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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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Spirit }
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] as TalentInfo[]
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};
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@@ -85,25 +85,3 @@
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怪物和boss 不配置 call fstart fend技能,通过skills多技能触发
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## 4 流派初步
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根据当前战斗核心机制(**双方定点攻击**、30秒回合制、召唤/死亡/受击/攻击触发)与技能池基础设定,可拓展以下 4 种核心流派:
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### 4.1 阵地反伤流 (Thorns Build)
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* **核心机制**:在定点站桩输出的前提下,前排坦克英雄必然承受集中火力,依赖其高血量与 `atked` (受击触发) 机制。
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* **战斗表现**:作为定点靶子,前排在承受高频攻击时,受击多次自动释放近战范围大招(如反击震荡波)清理靠近的前排怪物,或为自身叠加护盾(Shield)延长阵地存活时间。
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* **适用场景**:阶段二(Boss 2卡点),通过前排高承伤和被动反击保护后排定点输出。
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### 4.2 狂风骤雨流 (Windfury Build)
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* **核心机制**:主堆攻速(低CD,如0.3s)与风怒/多段攻击。利用 `atking` (普攻次数触发) 机制。由于定点攻击无需移动寻找目标,高攻速收益可被完全吃满。
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* **战斗表现**:极高频次的普通攻击,快速积攒普攻次数,频繁触发直线的穿透大招,贯穿敌方定点阵型,满屏跳字。
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* **适用场景**:阶段三,数值狂飙时的极速割草体验。
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### 4.3 献祭召唤流 (Sacrifice Build)
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* **核心机制**:利用低星炮灰英雄的 `call` (召唤触发) 和 `dead` (死亡触发) 技能,配合全局 `FieldSkillType.DeadCount` 加成。
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* **战斗表现**:将炮灰英雄放置在敌方高威胁定点火力的集火位,上场即释放群体Buff,替死后自爆造成大范围AOE,同时为己方后排核心C位加永久攻击力。
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* **适用场景**:跨越全阶段的策略型玩法,对定点阵型的位置站位(如避开Boss弹道、吃挡刀位)利用率极高。
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### 4.4 冰火元素爆发流 (Elemental Burst Build)
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* **核心机制**:以极慢攻速法师为主,利用 `fstart` (战斗开始) 或 `field` (驻场) 提供高额暴击(crt)或冰冻(frz)概率加成。
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* **战斗表现**:定点单发核弹(AP极高),配合必定暴击或群体冰冻控制。由于是定点战斗,冰冻可以有效暂停敌方特定高威胁单位的攻击轴(CD读条)。
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* **适用场景**:阶段四终极考验,精准控制Boss或高危怪物的行动并制造巨额单次伤害。
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@@ -142,7 +142,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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mLogger.log(this.debugMode, 'HeroAtkSystem', " dmgCount",damage)
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if (isCrit) {
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damage = Math.floor(damage * (1 + FightSet.CRIT_DAMAGE / 100));
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const critDamageBonus = damageEvent.Attrs[Attrs.critical_damage] || 0;
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + critDamageBonus) / 100));
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reDate.isCrit=true;
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if (damageEvent.Attrs.fac === FacSet.HERO) {
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// 【评分系统 - 输出分】统计暴击次数与暴击造成的总伤害
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|
||||
@@ -9,6 +9,8 @@ import { TalentConfig, TalentType } from "../common/config/TalentSet";
|
||||
@ecs.register('HeroAttrs')
|
||||
export class HeroAttrsComp extends ecs.Comp {
|
||||
public debugMode: boolean = false;
|
||||
private static readonly percentRateThreshold = 1;
|
||||
private static readonly minAttackCd = 0.05;
|
||||
|
||||
Ebus:any=null!
|
||||
// ==================== 角色基础信息 ====================
|
||||
@@ -41,6 +43,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
// ==================== 特殊属性 ====================
|
||||
critical: number = 0; // 暴击率
|
||||
freeze_chance: number = 0; // 冰冻概率
|
||||
crit_damage: number = 0; // 额外暴击伤害
|
||||
puncture: number = 0; // 穿刺次数
|
||||
wfuny: number = 0; // 风怒
|
||||
|
||||
@@ -137,15 +140,16 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
for (const key in this.skills) {
|
||||
const skill = this.skills[key];
|
||||
if (!skill) continue;
|
||||
if (skill.cd <= 0) {
|
||||
const actualCd = this.getEffectiveSkillCd(skill.uuid);
|
||||
if (actualCd <= 0) {
|
||||
skill.ccd = 0;
|
||||
continue;
|
||||
}
|
||||
if (skill.ccd >= skill.cd) {
|
||||
skill.ccd = skill.cd;
|
||||
if (skill.ccd >= actualCd) {
|
||||
skill.ccd = actualCd;
|
||||
continue;
|
||||
}
|
||||
skill.ccd = Math.min(skill.cd, skill.ccd + dt);
|
||||
skill.ccd = Math.min(actualCd, skill.ccd + dt);
|
||||
}
|
||||
}
|
||||
isFrost(): boolean {
|
||||
@@ -164,8 +168,9 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
if (!skillId) return false;
|
||||
const skill = this.skills[skillId];
|
||||
if (!skill) return false;
|
||||
if (skill.cd <= 0) return true;
|
||||
return skill.ccd >= skill.cd;
|
||||
const actualCd = this.getEffectiveSkillCd(skillId);
|
||||
if (actualCd <= 0) return true;
|
||||
return skill.ccd >= actualCd;
|
||||
}
|
||||
|
||||
triggerSkillCD(skillId: number) {
|
||||
@@ -178,8 +183,9 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
getSkillCdProgress(skillId: number): number {
|
||||
if (!skillId) return 1;
|
||||
const skill = this.skills[skillId];
|
||||
if (!skill || skill.cd <= 0) return 1;
|
||||
return Math.max(0, Math.min(1, skill.ccd / skill.cd));
|
||||
const actualCd = this.getEffectiveSkillCd(skillId);
|
||||
if (!skill || actualCd <= 0) return 1;
|
||||
return Math.max(0, Math.min(1, skill.ccd / actualCd));
|
||||
}
|
||||
|
||||
getDisplaySkillCdProgress(): number {
|
||||
@@ -188,6 +194,50 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
return this.getSkillCdProgress(displaySkillId);
|
||||
}
|
||||
|
||||
/** 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 {
|
||||
const rawValue = HeroAttrsComp.getFieldSkillTotalValue(type);
|
||||
if (Math.abs(rawValue) <= HeroAttrsComp.percentRateThreshold) {
|
||||
return rawValue * 100;
|
||||
}
|
||||
return rawValue;
|
||||
}
|
||||
|
||||
/** 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);
|
||||
}
|
||||
|
||||
/** 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);
|
||||
}
|
||||
|
||||
/** 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);
|
||||
}
|
||||
|
||||
/** 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);
|
||||
}
|
||||
|
||||
/** 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。 */
|
||||
public getEffectiveSkillCd(skillId: number): number {
|
||||
const skill = this.skills[skillId];
|
||||
if (!skill) return 0;
|
||||
if (skill.cd <= 0) return 0;
|
||||
const speedBonus = this.getRuntimeAttackSpeedBonus();
|
||||
if (speedBonus <= 0) return skill.cd;
|
||||
const speedRate = 1 + speedBonus / 100;
|
||||
return Math.max(HeroAttrsComp.minAttackCd, skill.cd / speedRate);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ==================== 技能距离缓存管理 ====================
|
||||
@@ -245,6 +295,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.revive = undefined;
|
||||
this.critical = 0;
|
||||
this.freeze_chance = 0;
|
||||
this.crit_damage = 0;
|
||||
this.revived_count = 0;
|
||||
this.invincible_time = 0;
|
||||
this.puncture = 0;
|
||||
|
||||
@@ -24,7 +24,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
|
||||
import { TalentConfig, TalentFragmentInfo, TalentFragmentType, TalentInfo, TalentType } from "../common/config/TalentSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -32,9 +32,9 @@ const { ccclass, property } = _decorator;
|
||||
* TalentsComp —— 天赋系统界面组件
|
||||
*
|
||||
* 职责:
|
||||
* 1. 展示玩家等级、当前经验、进度条、可用天赋点。
|
||||
* 1. 展示玩家等级、当前经验、进度条、碎片库存。
|
||||
* 2. 展示天赋列表及每个天赋的当前等级。
|
||||
* 3. 处理天赋升级点击事件,扣除天赋点并保存。
|
||||
* 3. 处理天赋升级点击事件,扣除碎片并保存。
|
||||
* 4. 处理重置天赋(看广告)功能。
|
||||
*/
|
||||
@ccclass('TalentsComp')
|
||||
@@ -53,7 +53,7 @@ export class TalentsComp extends CCComp {
|
||||
@property({ type: ProgressBar, tooltip: "经验进度条" })
|
||||
pb_exp: ProgressBar = null!;
|
||||
|
||||
@property({ type: Label, tooltip: "当前可用天赋点数文本,例如 '4/30'" })
|
||||
@property({ type: Label, tooltip: "当前碎片库存摘要文本" })
|
||||
lbl_points: Label = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
|
||||
@@ -96,12 +96,12 @@ export class TalentsComp extends CCComp {
|
||||
this.updateTalentList();
|
||||
}
|
||||
|
||||
/** 更新玩家等级、经验、天赋点信息 */
|
||||
/** 更新玩家等级、经验、碎片信息 */
|
||||
private updatePlayerInfo() {
|
||||
const collection = smc.collection;
|
||||
let level = collection.player_level || 1;
|
||||
let exp = collection.player_exp || 0;
|
||||
let points = collection.talent_points || 0;
|
||||
const fragmentSummary = this.getFragmentSummaryText();
|
||||
|
||||
// 限制最大等级
|
||||
if (level > this.MAX_PLAYER_LEVEL) {
|
||||
@@ -109,7 +109,7 @@ export class TalentsComp extends CCComp {
|
||||
}
|
||||
|
||||
if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
|
||||
if (this.lbl_points) this.lbl_points.string = `天赋点: ${points}/${this.MAX_PLAYER_LEVEL}`;
|
||||
if (this.lbl_points) this.lbl_points.string = fragmentSummary;
|
||||
|
||||
// 计算当前等级升级所需经验
|
||||
let expRequired = this.getExpRequirement(level);
|
||||
@@ -179,31 +179,46 @@ export class TalentsComp extends CCComp {
|
||||
if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
|
||||
|
||||
let isMax = currentLevel >= talentInfo.maxLevel;
|
||||
let cost = isMax ? 0 : talentInfo.costs[currentLevel];
|
||||
let points = smc.collection.talent_points || 0;
|
||||
const levelCost = isMax ? null : this.getLevelFragmentCost(talentInfo, currentLevel);
|
||||
const canUpgrade = !!levelCost && this.hasEnoughFragments(levelCost);
|
||||
|
||||
if (lblCost) {
|
||||
lblCost.string = isMax ? "已满级" : `消耗: ${cost}点`;
|
||||
lblCost.string = isMax ? "已满级" : `消耗: ${this.buildFragmentCostText(levelCost!)}`;
|
||||
}
|
||||
|
||||
if (btnUpgrade) {
|
||||
btnUpgrade.interactable = !isMax && points >= cost;
|
||||
btnUpgrade.interactable = !isMax && canUpgrade;
|
||||
// 清除旧的监听,避免重复绑定
|
||||
btnUpgradeNode?.off(Button.EventType.CLICK);
|
||||
btnUpgradeNode?.on(Button.EventType.CLICK, () => {
|
||||
this.onUpgradeClicked(talentInfo.id, currentLevel, cost);
|
||||
this.onUpgradeClicked(talentInfo.id, currentLevel);
|
||||
}, this);
|
||||
}
|
||||
}
|
||||
|
||||
/** 点击升级按钮 */
|
||||
private onUpgradeClicked(talentId: TalentType, currentLevel: number, cost: number) {
|
||||
private onUpgradeClicked(talentId: TalentType, currentLevel: number) {
|
||||
const collection = smc.collection;
|
||||
let points = collection.talent_points || 0;
|
||||
const talentInfo = TalentConfig.talents.find(t => t.id === talentId);
|
||||
if (!talentInfo) {
|
||||
oops.gui.toast("天赋配置不存在");
|
||||
return;
|
||||
}
|
||||
|
||||
if (points >= cost && currentLevel < 5) {
|
||||
// 1. 扣除消耗
|
||||
collection.talent_points -= cost;
|
||||
if (currentLevel >= talentInfo.maxLevel) {
|
||||
oops.gui.toast("该天赋已满级");
|
||||
return;
|
||||
}
|
||||
|
||||
const levelCost = this.getLevelFragmentCost(talentInfo, currentLevel);
|
||||
if (!levelCost) {
|
||||
oops.gui.toast("天赋消耗配置异常");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.hasEnoughFragments(levelCost)) {
|
||||
// 1. 扣除单碎片消耗
|
||||
this.consumeFragments(levelCost);
|
||||
// 2. 更新等级
|
||||
collection.talents[talentId] = currentLevel + 1;
|
||||
|
||||
@@ -215,7 +230,7 @@ export class TalentsComp extends CCComp {
|
||||
|
||||
oops.gui.toast("天赋升级成功");
|
||||
} else {
|
||||
oops.gui.toast("天赋点不足或已满级");
|
||||
oops.gui.toast("碎片不足或已满级");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -225,26 +240,32 @@ export class TalentsComp extends CCComp {
|
||||
this.watch_ad().then(success => {
|
||||
if (success) {
|
||||
const collection = smc.collection;
|
||||
// 计算已消耗的天赋点总和
|
||||
let refundedPoints = 0;
|
||||
// 计算已消耗碎片并返还
|
||||
const refundedFragments: Partial<Record<TalentFragmentType, number>> = {};
|
||||
for (let id in collection.talents) {
|
||||
let talentId = Number(id) as TalentType;
|
||||
let level = collection.talents[talentId] || 0;
|
||||
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
|
||||
if (talentInfo) {
|
||||
for (let i = 0; i < level; i++) {
|
||||
refundedPoints += talentInfo.costs[i];
|
||||
const levelCost = this.getLevelFragmentCost(talentInfo, i);
|
||||
if (!levelCost) continue;
|
||||
refundedFragments[levelCost.type] = (refundedFragments[levelCost.type] || 0) + levelCost.amount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 重置天赋等级并返还点数
|
||||
// 重置天赋等级并返还碎片
|
||||
collection.talents = {};
|
||||
collection.talent_points += refundedPoints;
|
||||
|
||||
// 限制不超过最大点数(30)
|
||||
if (collection.talent_points > this.MAX_PLAYER_LEVEL) {
|
||||
collection.talent_points = this.MAX_PLAYER_LEVEL;
|
||||
if (!collection.talent_fragments) {
|
||||
collection.talent_fragments = {};
|
||||
}
|
||||
for (const fragmentType in refundedFragments) {
|
||||
const key = Number(fragmentType) as TalentFragmentType;
|
||||
const amount = refundedFragments[key] || 0;
|
||||
if (amount > 0) {
|
||||
collection.talent_fragments[key] = (collection.talent_fragments[key] || 0) + amount;
|
||||
}
|
||||
}
|
||||
|
||||
// 同步到云端
|
||||
@@ -252,13 +273,59 @@ export class TalentsComp extends CCComp {
|
||||
|
||||
// 刷新界面
|
||||
this.refreshUI();
|
||||
oops.gui.toast("天赋已重置,点数已返还");
|
||||
oops.gui.toast("天赋已重置,碎片已返还");
|
||||
} else {
|
||||
oops.gui.toast("广告观看失败,无法重置");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 获取升级到下一等级所需的单碎片消耗 */
|
||||
private getLevelFragmentCost(talentInfo: TalentInfo, currentLevel: number): { type: TalentFragmentType; amount: number } | null {
|
||||
if (talentInfo.fragmentType === undefined) {
|
||||
return null;
|
||||
}
|
||||
return {
|
||||
type: talentInfo.fragmentType,
|
||||
amount: talentInfo.costs[currentLevel] ?? 0
|
||||
};
|
||||
}
|
||||
|
||||
/** 判断当前库存是否满足一次升级 */
|
||||
private hasEnoughFragments(cost: { type: TalentFragmentType; amount: number }): boolean {
|
||||
const bag = smc.collection.talent_fragments || {};
|
||||
return (bag[cost.type] || 0) >= cost.amount;
|
||||
}
|
||||
|
||||
/** 执行碎片扣除 */
|
||||
private consumeFragments(cost: { type: TalentFragmentType; amount: number }) {
|
||||
const bag = smc.collection.talent_fragments || (smc.collection.talent_fragments = {});
|
||||
bag[cost.type] = Math.max(0, (bag[cost.type] || 0) - cost.amount);
|
||||
}
|
||||
|
||||
/** 生成单次升级消耗文案 */
|
||||
private buildFragmentCostText(cost: { type: TalentFragmentType; amount: number }): string {
|
||||
const info = this.getFragmentInfo(cost.type);
|
||||
const own = smc.collection.talent_fragments?.[cost.type] || 0;
|
||||
const fragmentName = info ? info.name : `碎片${cost.type}`;
|
||||
return `${fragmentName} ${own}/${cost.amount}`;
|
||||
}
|
||||
|
||||
/** 顶部碎片库存摘要 */
|
||||
private getFragmentSummaryText(): string {
|
||||
const bag = smc.collection.talent_fragments || {};
|
||||
const summary = TalentConfig.fragments
|
||||
.filter(fragment => (bag[fragment.id] || 0) > 0)
|
||||
.map(fragment => `${fragment.name}:${bag[fragment.id] || 0}`)
|
||||
.join(" ");
|
||||
return summary ? `碎片: ${summary}` : "碎片: 暂无";
|
||||
}
|
||||
|
||||
/** 按碎片类型查找碎片配置 */
|
||||
private getFragmentInfo(type: TalentFragmentType): TalentFragmentInfo | undefined {
|
||||
return TalentConfig.fragments.find(fragment => fragment.id === type);
|
||||
}
|
||||
|
||||
/** 模拟看广告回调,实际项目中需要替换为真实的广告SDK调用 */
|
||||
private watch_ad(): Promise<boolean> {
|
||||
return new Promise((resolve) => {
|
||||
|
||||
@@ -213,8 +213,9 @@ export class Skill extends ecs.Entity {
|
||||
const sAp =config.ap+(SUp.ap*skill_lv);
|
||||
const sHit=config.hit_count+(SUp.hit_count*skill_lv) + cAttrsComp.puncture
|
||||
sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap*sAp/100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100,不然会出现ap为90%变0
|
||||
sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + sCrt;
|
||||
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance + sFrz;
|
||||
sDataCom.Attrs[Attrs.critical] = cAttrsComp.getRuntimeCritical() + sCrt;
|
||||
sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getRuntimeCritDamageBonus();
|
||||
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getRuntimeFreezeChance() + sFrz;
|
||||
sDataCom.s_uuid=s_uuid
|
||||
sDataCom.skill_lv = Math.max(0, skill_lv);
|
||||
sDataCom.fac=cAttrsComp.fac
|
||||
|
||||
Reference in New Issue
Block a user