1. 新增按权重抽取装备卡的工具函数,支持去重后补齐 2. 重构任务界面卡牌组件: - 拆分英雄/装备/商店面板节点绑定,调整属性顺序 - 新增装备和商店刷新按钮的交互逻辑 - 替换原固定加载装备/商品列表为按权重随机抽取3个 3. 重构技能卡牌组件,改为技能商店卡项实现,简化原有逻辑 4. 修复prefab中的节点属性偏移和引用关系
166 lines
8.9 KiB
TypeScript
166 lines
8.9 KiB
TypeScript
/**
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* @file EquipSet.ts
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* @description 装备卡池独立配置
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*
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* 职责:
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* 定义所有装备卡的静态数据,与技能卡池(CardSet.CardPoolList)彻底分离。
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* 装备卡不再参与抽卡,改为商店直购,任务开始时一次性全部展示。
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*
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* 装备生效机制:
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* 购买 → 派发 GameEvent.UseEquipCard → MissEquipComp 接收 → EBox ECS 实体
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* → EquipBoxComp(trigger_type=Field,被动驻场)→ FieldSkillHelper 全局聚合属性加成
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*
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* 依赖:
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* - CardConfig / CardTriggerType / CardType / CKind / CardLV(CardSet)
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* - SKILL_CARD_WAVES(GameSet)—— wave 档位定义
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* - FieldSkillSet(SkillSet)—— 属性词条配置
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*/
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import { CardConfig, CardType, CardLV, CKind, CardTriggerType } from "./CardSet";
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import { SKILL_CARD_WAVES } from "./GameSet";
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/** wave → card_lv 映射(wave 1→lv1, wave 5→lv2, wave 8→lv3) */
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const waveToCardLv: Record<number, number> = {};
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SKILL_CARD_WAVES.forEach((w, i) => { waveToCardLv[w] = i + 1; });
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/** 装备卡原始数据(仅装备相关字段,由 EquipSet 内部转换为 CardConfig) */
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interface EquipRawData {
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uuid: number;
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wave: number;
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name: string;
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info: string;
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field: number[];
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cost?: number;
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}
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/** 装备卡原始数据表 */
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const EquipRawList: EquipRawData[] = [
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// ==================== wave 1 档(基础强度) ====================
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{ uuid: 8701, wave: SKILL_CARD_WAVES[0], name: "战后恢复", info: "战斗结束生命回复量+10%", field: [7001] },
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{ uuid: 8702, wave: SKILL_CARD_WAVES[0], name: "攻击加成", info: "英雄攻击力+10%", field: [7002] },
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{ uuid: 8703, wave: SKILL_CARD_WAVES[0], name: "击晕加成", info: "英雄击晕概率+10%", field: [7003] },
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{ uuid: 8704, wave: SKILL_CARD_WAVES[0], name: "暴击加成", info: "英雄暴击率+10%", field: [7004] },
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{ uuid: 8705, wave: SKILL_CARD_WAVES[0], name: "暴伤加成", info: "英雄暴击伤害+20%", field: [7005] },
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{ uuid: 8706, wave: SKILL_CARD_WAVES[0], name: "攻速加成", info: "英雄攻击速度+10%", field: [7006] },
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{ uuid: 8707, wave: SKILL_CARD_WAVES[0], name: "生命加成", info: "英雄最大生命+10%", field: [7007] },
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{ uuid: 8708, wave: SKILL_CARD_WAVES[0], name: "风怒加成", info: "英雄风怒概率+10%", field: [7008] },
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{ uuid: 8709, wave: SKILL_CARD_WAVES[0], name: "穿刺加成", info: "英雄穿刺概率+10%", field: [7009] },
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{ uuid: 8710, wave: SKILL_CARD_WAVES[0], name: "金币收益", info: "每回合金币收益+1", field: [7010] },
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{ uuid: 8711, wave: SKILL_CARD_WAVES[0], name: "出售强化", info: "卖出英雄金币+1", field: [7011] },
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// 多词条装备
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{ uuid: 8720, wave: SKILL_CARD_WAVES[0], name: "勇者护符", info: "英雄攻击力+10%, 暴击率+10%, 暴击伤害+20%", field: [7002, 7004, 7005] },
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// ==================== wave 5 档(强度 ×2) ====================
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{ uuid: 8751, wave: SKILL_CARD_WAVES[1], name: "战后恢复+", info: "战斗结束生命回复量+20%", field: [7201] },
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{ uuid: 8752, wave: SKILL_CARD_WAVES[1], name: "攻击加成+", info: "英雄攻击力+20%", field: [7202] },
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{ uuid: 8753, wave: SKILL_CARD_WAVES[1], name: "击晕加成+", info: "英雄击晕概率+20%", field: [7203] },
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{ uuid: 8754, wave: SKILL_CARD_WAVES[1], name: "暴击加成+", info: "英雄暴击率+20%", field: [7204] },
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{ uuid: 8755, wave: SKILL_CARD_WAVES[1], name: "暴伤加成+", info: "英雄暴击伤害+40%", field: [7205] },
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{ uuid: 8756, wave: SKILL_CARD_WAVES[1], name: "攻速加成+", info: "英雄攻击速度+20%", field: [7206] },
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{ uuid: 8757, wave: SKILL_CARD_WAVES[1], name: "生命加成+", info: "英雄最大生命+20%", field: [7207] },
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{ uuid: 8758, wave: SKILL_CARD_WAVES[1], name: "风怒加成+", info: "英雄风怒概率+20%", field: [7208] },
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{ uuid: 8759, wave: SKILL_CARD_WAVES[1], name: "穿刺加成+", info: "英雄穿刺概率+20%", field: [7209] },
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{ uuid: 8760, wave: SKILL_CARD_WAVES[1], name: "金币收益+", info: "每回合金币收益+2", field: [7210] },
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{ uuid: 8761, wave: SKILL_CARD_WAVES[1], name: "购买优惠+", info: "购买卡牌费用-2金币", field: [7212] },
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{ uuid: 8762, wave: SKILL_CARD_WAVES[1], name: "刷新优惠", info: "刷新卡牌费用-1金币", field: [7213] },
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// 多词条装备
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{ uuid: 8770, wave: SKILL_CARD_WAVES[1], name: "守卫护甲", info: "英雄最大生命+20%, 战后生命回复+20%, 攻速+20%", field: [7207, 7201, 7206] },
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// ==================== wave 8 档(强度 ×3) ====================
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{ uuid: 8801, wave: SKILL_CARD_WAVES[2], name: "战后恢复++", info: "战斗结束生命回复量+30%", field: [7401] },
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{ uuid: 8802, wave: SKILL_CARD_WAVES[2], name: "攻击加成++", info: "英雄攻击力+30%", field: [7402] },
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{ uuid: 8803, wave: SKILL_CARD_WAVES[2], name: "击晕加成++", info: "英雄击晕概率+30%", field: [7403] },
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{ uuid: 8804, wave: SKILL_CARD_WAVES[2], name: "暴击加成++", info: "英雄暴击率+30%", field: [7404] },
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{ uuid: 8805, wave: SKILL_CARD_WAVES[2], name: "暴伤加成++", info: "英雄暴击伤害+60%", field: [7405] },
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{ uuid: 8806, wave: SKILL_CARD_WAVES[2], name: "攻速加成++", info: "英雄攻击速度+30%", field: [7406] },
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{ uuid: 8807, wave: SKILL_CARD_WAVES[2], name: "生命加成++", info: "英雄最大生命+30%", field: [7407] },
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{ uuid: 8808, wave: SKILL_CARD_WAVES[2], name: "风怒加成++", info: "英雄风怒概率+30%", field: [7408] },
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{ uuid: 8809, wave: SKILL_CARD_WAVES[2], name: "穿刺加成++", info: "英雄穿刺概率+30%", field: [7409] },
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{ uuid: 8810, wave: SKILL_CARD_WAVES[2], name: "金币收益++", info: "每回合金币收益+3", field: [7410] },
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// 触发次数强化
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{ uuid: 8811, wave: SKILL_CARD_WAVES[2], name: "召唤强化++", info: "召唤触发技能次数+1", field: [7014] },
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{ uuid: 8812, wave: SKILL_CARD_WAVES[2], name: "死亡强化++", info: "死亡触发技能次数+1", field: [7015] },
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{ uuid: 8813, wave: SKILL_CARD_WAVES[2], name: "开场强化++", info: "战斗开始触发技能次数+1", field: [7016] },
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{ uuid: 8814, wave: SKILL_CARD_WAVES[2], name: "结束强化++", info: "战斗结束触发技能次数+1", field: [7017] },
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{ uuid: 8815, wave: SKILL_CARD_WAVES[2], name: "攻击强化++", info: "攻击触发技能次数+1", field: [7018] },
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{ uuid: 8816, wave: SKILL_CARD_WAVES[2], name: "受击强化++", info: "被攻击触发技能次数+1", field: [7019] },
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// 多词条装备
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{ uuid: 8820, wave: SKILL_CARD_WAVES[2], name: "神圣之刃", info: "英雄攻击力+30%, 暴击率+30%, 暴击伤害+60%, 攻速+30%", field: [7402, 7404, 7405, 7406] },
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];
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/**
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* 装备卡池列表(转换为 CardConfig 格式)
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*
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* 所有装备卡统一配置:
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* - type: Skill(复用卡牌体系)
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* - trigger_type: Field(被动驻场)
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* - keep_waves: -1(持续到战斗结束)
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* - is_inst: false(不主动施法)
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* - cost: 由原始数据指定,默认 0
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*/
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export const EquipPoolList: CardConfig[] = EquipRawList.map(data => ({
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uuid: data.uuid,
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type: CardType.Skill,
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cost: data.cost ?? 0,
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weight: 10,
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pool_lv: CardLV.LV1,
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wave: data.wave,
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kind: CKind.Skill,
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card_lv: waveToCardLv[data.wave] ?? 1,
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name: data.name,
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info: data.info,
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is_inst: false,
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t_times: 999,
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t_inv: 0,
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keep_waves: -1,
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field: data.field,
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trigger_type: CardTriggerType.Field,
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}));
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/**
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* 按权重抽取 N 张装备卡(unique 保证一次刷新内不重复,不足时允许重复补齐)。
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* @param count 需要抽取的数量
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*/
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export function drawEquipCards(count: number): CardConfig[] {
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const safeCount = Math.max(0, Math.floor(count));
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if (EquipPoolList.length === 0 || safeCount <= 0) return [];
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const picked: CardConfig[] = [];
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let available = [...EquipPoolList];
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while (picked.length < safeCount) {
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if (available.length === 0) break;
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const pick = weightedPick(available);
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if (!pick) break;
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picked.push(pick);
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available = available.filter(c => c.uuid !== pick.uuid);
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}
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// 不足时允许重复补齐
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const filled = [...picked];
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while (filled.length < safeCount) {
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const fallback = weightedPick(EquipPoolList);
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if (!fallback) break;
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filled.push(fallback);
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}
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return filled;
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}
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/** 单次按权重抽取一张卡 */
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function weightedPick(cards: CardConfig[]): CardConfig | null {
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if (cards.length === 0) return null;
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const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
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let random = Math.random() * totalWeight;
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for (const card of cards) {
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random -= (card.weight ?? 0);
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if (random <= 0) return card;
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}
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return cards[cards.length - 1];
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}
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/**
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* 按 UUID 查找装备卡配置
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* @param uuid 装备卡 UUID
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*/
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export function findEquipByUuid(uuid: number): CardConfig | undefined {
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return EquipPoolList.find(e => e.uuid === uuid);
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}
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