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52b24668c7
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654e39ff5b |
33
assets/script/game/hero/FieldSkillHelper.ts
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33
assets/script/game/hero/FieldSkillHelper.ts
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@@ -0,0 +1,33 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { FacSet } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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/**
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* 驻场技能(光环属性)计算辅助类
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*
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* 核心职责:
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* 统一管理全场存活英雄带来的全局加成属性计算。
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* 解耦原先写在 HeroAttrsComp 中的静态计算逻辑,符合单一职责原则。
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*/
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export class FieldSkillHelper {
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/** 获取指定驻场技能类型的总加成值(只计算存活的友方英雄) */
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public static getFieldSkillTotalValue(type: FieldSkillType): number {
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let total = 0;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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const model = entity.get(HeroAttrsComp);
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if (!model || model.is_dead || model.fac !== FacSet.HERO) return;
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const heroConfig = HeroInfo[model.hero_uuid];
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if (heroConfig && heroConfig.field) {
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for (const skillUuid of heroConfig.field) {
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const skillConfig = FieldSkillSet[skillUuid];
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if (skillConfig && skillConfig.type === type) {
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total += skillConfig.value;
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}
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}
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}
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});
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return total;
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}
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}
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9
assets/script/game/hero/FieldSkillHelper.ts.meta
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9
assets/script/game/hero/FieldSkillHelper.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "140c8aaf-42b4-4f1c-880a-dd43af7588a2",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -6,6 +6,7 @@ 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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import { FieldSkillHelper } from "./FieldSkillHelper";
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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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@@ -203,7 +204,7 @@ export class HeroAttrsComp extends ecs.Comp {
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/** 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。 */
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private getFieldPercentValue(type: FieldSkillType): number {
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const rawValue = HeroAttrsComp.getFieldSkillTotalValue(type);
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const rawValue = FieldSkillHelper.getFieldSkillTotalValue(type);
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if (Math.abs(rawValue) <= HeroAttrsComp.percentRateThreshold) {
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return rawValue * 100;
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}
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@@ -340,24 +341,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.dirty_shield = false;
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}
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/** 获取指定驻场技能类型的总加成值(只计算存活的英雄) */
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public static getFieldSkillTotalValue(type: FieldSkillType): number {
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let total = 0;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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const model = entity.get(HeroAttrsComp);
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if (!model || model.is_dead || model.fac !== FacSet.HERO) return;
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const heroConfig = HeroInfo[model.hero_uuid];
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if (heroConfig && heroConfig.field) {
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for (const skillUuid of heroConfig.field) {
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const skillConfig = FieldSkillSet[skillUuid];
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if (skillConfig && skillConfig.type === type) {
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total += skillConfig.value;
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}
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}
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}
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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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@@ -464,30 +464,34 @@ export class HeroViewComp extends CCComp {
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mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] realDead called but model is null, skipping");
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return;
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}
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// 根据阵营触发不同事件
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if(this.model.fac === FacSet.MON){
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}
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if(this.model.fac === FacSet.HERO){
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// 将英雄移到玩家看不到的墓地
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this.node.setPosition(v3(-2000, -2000, 0));
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const collider = this.node.getComponent(Collider2D);
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if (collider) {
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collider.enabled = false;
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}
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// 隐藏UI
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this.top_node.active = false;
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} else {
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// 🔥 方案B:治理性措施 - 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
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// 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
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const collider = this.node.getComponent(Collider2D);
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if (collider) {
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collider.enabled = false;
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}
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// 根据阵营决定飞出方向:英雄向左(负),怪物向右(正)
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let isHero = this.model.fac === FacSet.HERO;
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let dirX = isHero ? -800 : 800;
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// 死亡往后飞出屏幕动画
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tween(this.node)
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.by(0.5, { position: v3(dirX, 700, 0), angle: isHero ? 360 : -360 }, { easing: "quadOut" })
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.call(() => {
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this.node.angle = 0; // 重置角度
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if (isHero) {
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// 将英雄移到玩家看不到的墓地,留待下回合上场
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this.node.setPosition(v3(-2000, -2000, 0));
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} else {
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// 动画结束后销毁怪物实体
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this.ent.destroy();
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}
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})
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.start();
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}
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do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){
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// 受到攻击时更新最后更新时间
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@@ -6,6 +6,7 @@ import { FacSet } from "../common/config/GameSet";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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import { smc } from "../common/SingletonModuleComp";
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import { FieldSkillHelper } from "./FieldSkillHelper";
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/**
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@@ -65,7 +66,7 @@ export class SkillTriggerHelper {
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let triggerCount = 1;
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// 仅英雄享受加成,怪物始终只触发 1 次
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if (model.fac === FacSet.HERO) {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SummonCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SummonCount);
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triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon);
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}
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triggerCount = Math.max(1, Math.floor(triggerCount)); // 确保最少触发 1 次
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@@ -84,7 +85,7 @@ export class SkillTriggerHelper {
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let triggerCount = 1;
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if (model.fac === FacSet.HERO) {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.DeadCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.DeadCount);
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// 【局内战绩评分系统】统计死亡触发技能生效次数(用于局后防守评分结算)
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smc.vmdata.scores.dead_trigger_count += model.dead.length;
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}
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@@ -47,6 +47,7 @@ import { Tooltip } from "../skill/Tooltip";
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import { CardInitCoins } from "../common/config/CardSet";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { spawningEngine } from "./RogueConfig";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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@@ -579,9 +580,9 @@ export class MissionComp extends CCComp {
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private triggerHeroBattleSkills(isStart: boolean) {
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let triggerCount = 1;
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if (isStart) {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.StartCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount);
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} else {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.EndCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.EndCount);
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}
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triggerCount = Math.max(1, Math.floor(triggerCount));
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@@ -600,7 +601,7 @@ export class MissionComp extends CCComp {
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* 战斗结束阶段治疗所有英雄(包括墓地英雄),恢复70%最大生命值
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*/
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private healAllHeroes() {
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const healRateBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
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const healRateBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
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const finalHealRate = Math.min(1, FightSet.WAVE_HEAL_RATE + healRateBoost);
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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@@ -5,6 +5,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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import { FightSet } from "../common/config/GameSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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/**
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* 局内经济统一管理类
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@@ -70,7 +71,7 @@ export class MissionEconomy {
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*/
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static getSellGold(): number {
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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 goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
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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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@@ -94,7 +95,7 @@ export class MissionEconomy {
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*/
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static getWaveGold(baseReward: number): number {
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let reward = Math.max(0, Math.floor(baseReward));
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const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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reward += goldBoost;
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return reward;
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}
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