- S4-01 先确定 M1 需要的品质 / Tag
- S4-02 把品质计算整理成单一入口 规则边界 - S4-03 先固化 Tag 系统设计与首发范围
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@@ -158,7 +158,8 @@ namespace GeometryTD.UI
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{
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int slotRoll = UnityEngine.Random.Range(0, 3);
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DRShopPrice priceRow = _shopPriceRows[UnityEngine.Random.Range(0, _shopPriceRows.Count)];
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RarityType rarity = priceRow != null ? priceRow.Rarity : RarityType.White;
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RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
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priceRow != null ? priceRow.Rarity : RarityType.White);
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switch (slotRoll)
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{
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@@ -180,7 +181,7 @@ namespace GeometryTD.UI
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InstanceId = _nextTempInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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@@ -199,7 +200,7 @@ namespace GeometryTD.UI
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InstanceId = _nextTempInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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@@ -217,7 +218,7 @@ namespace GeometryTD.UI
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InstanceId = _nextTempInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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