- 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
This commit is contained in:
SepComet
2026-03-09 20:34:22 +08:00
parent 2d09b01c55
commit 73b7adedb8
11 changed files with 651 additions and 35 deletions
@@ -16,7 +16,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 10001,
ConfigId = 1,
Name = "元素枪口",
Rarity = RarityType.Green,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Green),
Endurance = 90f,
IsAssembledIntoTower = true,
AttackDamage = new[] { 200, 300, 400, 500, 800 },
@@ -31,7 +31,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 20001,
ConfigId = 1,
Name = "元素轴承",
Rarity = RarityType.Green,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Green),
Endurance = 1f,
IsAssembledIntoTower = true,
RotateSpeed = new[] { 100f, 120f, 130f, 140f, 150f },
@@ -45,7 +45,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 30001,
ConfigId = 1,
Name = "元素底座",
Rarity = RarityType.Green,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Green),
Endurance = 88f,
IsAssembledIntoTower = true,
AttackSpeed = new[] { 1f, 2f, 3f, 3.5f, 0.7f },
@@ -58,7 +58,10 @@ namespace GeometryTD.CustomUtility
{
InstanceId = 90001,
Name = "测试防御塔-A",
Rarity = RarityType.Green,
Rarity = InventoryRarityRuleService.ResolveTowerRarity(
muzzle.Rarity,
bearing.Rarity,
baseComp.Rarity),
IsParticipatingInCombat = true,
MuzzleComponentInstanceId = muzzle.InstanceId,
BearingComponentInstanceId = bearing.InstanceId,
@@ -86,7 +89,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 10002,
ConfigId = 2,
Name = "控制枪口",
Rarity = RarityType.Blue,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
Endurance = 80,
IsAssembledIntoTower = false,
AttackDamage = new[] { 200, 300, 400, 500, 600 },
@@ -101,7 +104,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 10003,
ConfigId = 3,
Name = "穿透枪口",
Rarity = RarityType.Purple,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
Endurance = 97f,
IsAssembledIntoTower = false,
AttackDamage = new[] { 50, 55, 60, 80, 90 },
@@ -116,7 +119,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 20002,
ConfigId = 2,
Name = "控制轴承",
Rarity = RarityType.Blue,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
Endurance = 20,
IsAssembledIntoTower = false,
RotateSpeed = new[] { 200f, 250f, 300f, 320f, 350f },
@@ -130,7 +133,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 20003,
ConfigId = 3,
Name = "穿透轴承",
Rarity = RarityType.Purple,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
Endurance = 96f,
IsAssembledIntoTower = false,
RotateSpeed = new[] { 60f, 70f, 80f, 90f, 100f },
@@ -144,7 +147,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 30002,
ConfigId = 2,
Name = "控制底座",
Rarity = RarityType.Blue,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
Endurance = 50f,
IsAssembledIntoTower = false,
AttackSpeed = new[] { 4f, 4.2f, 4.4f, 4.6f, 4.8f },
@@ -158,7 +161,7 @@ namespace GeometryTD.CustomUtility
InstanceId = 30003,
ConfigId = 3,
Name = "穿透底座",
Rarity = RarityType.Purple,
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
Endurance = 30f,
IsAssembledIntoTower = false,
AttackSpeed = new[] { 1f, 1f, 1f, 1f, 1f },
@@ -172,4 +175,4 @@ namespace GeometryTD.CustomUtility
return inventory;
}
}
}
}