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cb515ef00a
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cb515ef00a | ||
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7f5af4c04a |
@@ -77,7 +77,7 @@ export const CardsUpSet: Record<number, number> = {
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}
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}
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/**初始coin数 */
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/**初始coin数 */
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export const CardInitCoins = 10
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export const CardInitCoins = 4
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/** 卡池升级每波减免金额 */
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/** 卡池升级每波减免金额 */
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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/** 卡池默认初始等级 */
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/** 卡池默认初始等级 */
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@@ -21,6 +21,9 @@ export enum FacSet {
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MON = 1,
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MON = 1,
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}
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}
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export enum FightSet {
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export enum FightSet {
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WAVE_COIN_BASE = 4, // 波次金币基础奖励
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WAVE_COIN_GROW = 1, // 波次金币递增值
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WAVE_COIN_MAX = 10, // 波次金币最大基础奖励
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CRIT_DAMAGE = 50,//暴击伤害
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CRIT_DAMAGE = 50,//暴击伤害
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MORE_RC = 10,//更多次数 广告获取的次数
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MORE_RC = 10,//更多次数 广告获取的次数
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HEARTPOS = -320,//基地位置
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HEARTPOS = -320,//基地位置
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@@ -88,12 +88,6 @@ export class MissionComp extends CCComp {
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private maxMonsterCount: number = 80;
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private maxMonsterCount: number = 80;
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
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private resumeMonsterCount: number = 45;
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private resumeMonsterCount: number = 45;
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/** 新一波金币奖励基础值 */
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private prepareBaseCoinReward: number = 10;
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/** 每一波金币增长值(公式: base + (wave-1) * growth) */
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private prepareCoinWaveGrow: number = 4;
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/** 金币奖励上限(固定收益,此值不再生效) */
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private prepareCoinRewardCap: number = 100;
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" })
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@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" })
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cardPoolUpgradeWaves: number[] = [5, 10];
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cardPoolUpgradeWaves: number[] = [5, 10];
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@@ -802,8 +796,9 @@ export class MissionComp extends CCComp {
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if (wave <= 1) return;
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if (wave <= 1) return;
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if (wave <= this.lastPrepareCoinWave) return;
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if (wave <= this.lastPrepareCoinWave) return;
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// 波次金币公式: baseReward + (wave-1) * waveGrow
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// 波次金币公式: baseReward + (wave-1) * waveGrow,且不超过 prepareMaxCoinReward
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const waveReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow;
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const calculatedReward = FightSet.WAVE_COIN_BASE + (wave - 1) * FightSet.WAVE_COIN_GROW;
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const waveReward = Math.min(FightSet.WAVE_COIN_MAX, calculatedReward);
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const reward = MissionEconomy.executeWaveGold(waveReward);
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const reward = MissionEconomy.executeWaveGold(waveReward);
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this.lastPrepareCoinWave = wave;
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this.lastPrepareCoinWave = wave;
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