refactor(common): 重构游戏数据同步与单例模块代码
- 移除 GameDataSyncManager 类及相关依赖,简化数据同步管理逻辑 - 在 SingletonModuleComp 中集成数据管理功能,使用本地数组替代字典结构存储英雄数据 - 优化本地与云端数据同步方法,适配云函数接口改动 - 修改英雄判断逻辑,支持基于数组的查询方式 - 修正金币数据的增减接口,增加异步云调用与本地更新的统一处理 - 删除冗余注释及无用代码,提升代码可读性和维护性 - 调整数据结构定义和类型声明,保障类型安全与代码健壮性
This commit is contained in:
@@ -1,527 +0,0 @@
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import { oops } from "db://oops-framework/core/Oops";
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import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
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import { smc } from "./SingletonModuleComp";
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import { GameData } from "../wx_clound_client_api/WxCloudApi";
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/**
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* 游戏数据同步管理器
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* 负责管理fight_heros、heros、items、tals、equips的远程操作和本地同步
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* 只有在远程修改成功后才同步修改本地数据
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*/
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export class GameDataSyncManager {
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private static instance: GameDataSyncManager;
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private constructor() {}
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public static getInstance(): GameDataSyncManager {
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if (!GameDataSyncManager.instance) {
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GameDataSyncManager.instance = new GameDataSyncManager();
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}
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return GameDataSyncManager.instance;
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}
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* @param remoteData 远程数据(云端或本地调试)
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* @param dataSource 数据源描述
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*/
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async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
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try {
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// console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`);
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// 直接覆盖基础游戏数据
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if (remoteData.data) {
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Object.assign(smc.data, remoteData.data);
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// console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`);
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}
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// 直接覆盖出战英雄配置
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if (remoteData.fight_heros) {
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Object.assign(smc.fight_heros, remoteData.fight_heros);
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// console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`);
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}
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// 直接覆盖英雄数据
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if (remoteData.heros) {
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smc.heros = { ...remoteData.heros };
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// console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`);
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}
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// 直接覆盖道具数据
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if (remoteData.items) {
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Object.assign(smc.items, remoteData.items);
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// console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
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}
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// 直接覆盖天赋数据
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if (remoteData.tals) {
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Object.assign(smc.tals, remoteData.tals);
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// console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`);
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}
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// 直接覆盖装备数据
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if (remoteData.equips) {
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Object.assign(smc.equips, remoteData.equips);
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// console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`);
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}
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// 保存到本地存储(确保数据持久化)
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// smc.saveGameData();
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// console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`);
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} catch (error) {
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console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error);
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}
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}
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/**
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* 批量更新出战英雄配置
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* @param fightHeros 出战英雄配置对象
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* @returns 是否成功
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*/
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async updateFightHeros(fightHero: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHero);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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Object.assign(smc.fight_heros, fightHeros);
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// console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 更新出战英雄配置异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 重置出战英雄配置为默认值
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* @returns 是否成功
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*/
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async resetFightHeros(): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 重置出战英雄配置`);
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const result = await WxCloudApi.resetFightHeros();
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.fight_heros = result.result.data;
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// console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 重置出战英雄配置异常:`, error);
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smc.error()
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return false;
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}
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}
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// ==================== 英雄管理 ====================
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/**
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* 添加新英雄到用户库存
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* @param heroId 英雄ID
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* @param heroData 英雄数据(可选)
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* @returns 是否成功
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*/
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async addHero(heroId: number, heroData?: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
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const result = await WxCloudApi.addHero(heroId, heroData);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId] = result.result.data;
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// console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 添加英雄异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 更新英雄的多个属性
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* @param heroId 英雄ID
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* @param updateData 要更新的属性
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* @returns 是否成功
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*/
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async updateHero(heroId: number, updateData: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
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const result = await WxCloudApi.updateHero(heroId, updateData);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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Object.assign(smc.heros[heroId], result.result.data.new_data);
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// console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 更新英雄异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 设置英雄的单个属性值
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* @param heroId 英雄ID
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* @param property 属性名
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* @param value 属性值
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* @returns 是否成功
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*/
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async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
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const result = await WxCloudApi.setHeroProperty(heroId, property, value);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId][property] = value;
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// console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 设置英雄属性异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 英雄升级指定级数
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* @param heroId 英雄ID
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* @param levels 升级级数(默认1级)
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* @returns 是否成功
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*/
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async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
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const result = await WxCloudApi.levelUpHero(heroId,levels);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId].lv = result.result.data.new_value;
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// console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 英雄升级异常:`, error);
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smc.error()
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return false;
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}
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}
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// ==================== 便捷方法 ====================
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/**
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* 增加道具
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* @param itemId 道具ID
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* @param count 数量
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* @returns 是否成功
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*/
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async addItem(itemId: number, count: number): Promise<boolean> {
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smc.items[itemId] = (smc.items[itemId] || 0) + count;
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try {
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// console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.addInventoryItem('items', itemId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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// console.log(`[GameDataSyncManager]: 道具增加成功`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加道具异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 消耗道具
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* @param itemId 道具ID
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* @param count 数量
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* @returns 是否成功
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*/
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async consumeItem(itemId: number, count: number): Promise<boolean> {
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if(!smc.items[itemId]||smc.items[itemId]<count){
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oops.gui.toast("道具数量不足")
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return false
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}
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try {
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// console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.consumeInventoryItem('items', itemId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count);
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// console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗道具异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 增加天赋点
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* @param talId 天赋ID
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* @param count 数量
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* @returns 是否成功
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*/
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async addTalent(talId: number, count: number): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
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const result = await WxCloudApi.addInventoryItem('tals', talId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.tals[talId] = (smc.tals[talId] || 0) + count;
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// console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加天赋点异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 消耗天赋点
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* @param talId 天赋ID
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* @param count 数量
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* @returns 是否成功
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*/
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async consumeTalent(talId: number, count: number): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
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const result = await WxCloudApi.consumeInventoryItem('tals', talId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count);
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// console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗天赋点异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 增加装备
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* @param equipId 装备ID
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* @param count 数量
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* @returns 是否成功
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*/
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async addEquipment(equipId: number, count: number): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
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const result = await WxCloudApi.addInventoryItem('equips', equipId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.equips[equipId] = (smc.equips[equipId] || 0) + count;
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// console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加装备异常:`, error);
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smc.error()
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return false;
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}
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}
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/**
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* 消耗装备
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* @param equipId 装备ID
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* @param count 数量
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* @returns 是否成功
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*/
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async consumeEquipment(equipId: number, count: number): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
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const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count);
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// console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`);
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||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗装备异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
async addGameProperty(property: string, value: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
|
||||
const result = await WxCloudApi.addGameDataField(property, value);
|
||||
if (result.result.code === 200) {
|
||||
// console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 增加游戏数据异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
|
||||
const result = await WxCloudApi.spendGameDataField(property, value);
|
||||
if (result.result.code === 200) {
|
||||
// console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
|
||||
return true;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗游戏数据异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 从云端加载所有游戏数据并同步到本地
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async loadAllGameData(): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
|
||||
|
||||
const result = await WxCloudApi.getAllGameData();
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程数据获取成功,同步本地数据
|
||||
const cloudData = result.result.data;
|
||||
smc.data = cloudData.data;
|
||||
smc.fight_heros = cloudData.fight_heros;
|
||||
smc.heros = cloudData.heros;
|
||||
smc.items = cloudData.items;
|
||||
smc.tals = cloudData.tals;
|
||||
smc.equips = cloudData.equips;
|
||||
|
||||
// console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 加载云端数据异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// 导出单例实例
|
||||
export const gameDataSyncManager = GameDataSyncManager.getInstance();
|
||||
|
||||
/*
|
||||
使用示例:
|
||||
|
||||
// 1. 出战英雄管理
|
||||
await gameDataSyncManager.updateFightHeros({0: 5001, 1: 5005}); // 批量更新
|
||||
await gameDataSyncManager.resetFightHeros(); // 重置为默认配置
|
||||
|
||||
// 2. 英雄管理
|
||||
await gameDataSyncManager.addHero(5008, {uuid: 5008, lv: 1}); // 添加新英雄
|
||||
await gameDataSyncManager.levelUpHero(5001, 100, 50, 5); // 英雄升级5级
|
||||
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
|
||||
|
||||
// 3. 道具管理 (items)
|
||||
await gameDataSyncManager.addItem(1001, 10); // 增加道具
|
||||
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
|
||||
await gameDataSyncManager.setItem(1001, 5); // 设置道具数量
|
||||
|
||||
// 4. 天赋点管理 (tals)
|
||||
await gameDataSyncManager.addTalent(2001, 5); // 增加天赋点
|
||||
await gameDataSyncManager.consumeTalent(2001, 2); // 消耗天赋点
|
||||
await gameDataSyncManager.setTalent(2001, 10); // 设置天赋点数量
|
||||
|
||||
// 5. 装备管理 (equips)
|
||||
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
|
||||
await gameDataSyncManager.consumeEquipment(3001, 1); // 消耗装备
|
||||
await gameDataSyncManager.setEquipment(3001, 3); // 设置装备数量
|
||||
|
||||
// 6. 数据加载
|
||||
await gameDataSyncManager.loadAllGameData(); // 从云端加载所有数据
|
||||
|
||||
注意:所有方法都返回 Promise<boolean>,true表示成功,false表示失败
|
||||
只有在远程修改成功后,本地数据才会被同步修改
|
||||
*/
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "89c45a3b-d0bf-4e45-9e27-b7d714ba7e29",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -3,14 +3,10 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { Initialize } from "../initialize/Initialize";
|
||||
import { GameMap } from "../map/GameMap";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { GameData, WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
|
||||
import { gameDataSyncManager } from "./GameDataSyncManager";
|
||||
import { WxCloudApi, UserGameData } from "../wx_clound_client_api/WxCloudApi";
|
||||
import { Test } from "./Test";
|
||||
import { GameEvent } from "./config/GameEvent";
|
||||
|
||||
|
||||
// import { Role } from "../role/Role";
|
||||
// import { data } from "../data/data";
|
||||
/** 游戏模块 */
|
||||
@ecs.register('SingletonModule')
|
||||
export class SingletonModuleComp extends ecs.Comp {
|
||||
@@ -18,8 +14,6 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
initialize: Initialize = null!;
|
||||
/** 游戏地图 */
|
||||
map: GameMap = null!;
|
||||
/** 游戏数据同步管理器 */
|
||||
private gameDataSyncManager = gameDataSyncManager;
|
||||
mission:any={
|
||||
status:0, //0:未开始 1:进行中 2:胜利 3:失败
|
||||
play:false,
|
||||
@@ -32,24 +26,17 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
data:any={
|
||||
score:0,
|
||||
mission:1,
|
||||
gold:100, //升级主要资源
|
||||
diamond:100, //商店购买 及 双倍奖励资源
|
||||
meat:0,
|
||||
exp:0,
|
||||
task:0,
|
||||
}
|
||||
|
||||
fight_hero: number = 5001; // 单个出战英雄
|
||||
heros:any = {
|
||||
5001:{uuid:5001,lv:1},
|
||||
5005:{uuid:5005,lv:1},
|
||||
};
|
||||
monsters:any = [];
|
||||
sk_info:any = []
|
||||
monsters_dead:any = []
|
||||
heros_dead:any = []
|
||||
enhancements:any=[]
|
||||
items: any = {}; // 物品数据
|
||||
vmdata: any = {
|
||||
game_over:false,
|
||||
game_pause:false,
|
||||
@@ -61,7 +48,9 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
fight_time:0,//战斗时间
|
||||
level:1,//关卡等级
|
||||
max_mission:4,//最大关卡
|
||||
coin:0,
|
||||
},
|
||||
gold: 100, // 金币数据(MVVM绑定字段)
|
||||
};
|
||||
vmAdd() {
|
||||
VM.add(this.vmdata, "data");
|
||||
@@ -74,9 +63,9 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
|
||||
// ==================== 数据管理方法 ====================
|
||||
|
||||
/**
|
||||
* 判断是否为微信客户端
|
||||
*/
|
||||
/**
|
||||
* 判断是否为微信客户端
|
||||
*/
|
||||
private isWxClient(): boolean {
|
||||
// 检查是否存在微信API
|
||||
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
|
||||
@@ -84,26 +73,63 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
|
||||
finishGuide(index:number){
|
||||
smc.guides[index]=1
|
||||
this.syncGuide()
|
||||
}
|
||||
|
||||
syncGuide(){
|
||||
//存储到远程服务器 后续再添加
|
||||
}
|
||||
|
||||
//调试用
|
||||
syncDataFromLocal(){
|
||||
if(this.isWxClient()) return
|
||||
const loginResult = new Test().load_data_from_local()
|
||||
this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
|
||||
this.overrideLocalDataWithRemote(loginResult, "本地调试");
|
||||
}
|
||||
|
||||
/**
|
||||
* 用远程数据覆盖本地数据(统一方法)
|
||||
* @param remoteData 远程数据(云端或本地调试)
|
||||
* @param dataSource 数据源描述
|
||||
*/
|
||||
async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
|
||||
try {
|
||||
// 直接覆盖基础游戏数据
|
||||
if (remoteData.data) {
|
||||
// 保留原有的data字段数据
|
||||
Object.assign(this.data, remoteData.data);
|
||||
// 同步gold到vmdata
|
||||
if (remoteData.data.gold !== undefined) {
|
||||
this.vmdata.gold = remoteData.data.gold;
|
||||
}
|
||||
}
|
||||
|
||||
// 直接覆盖出战英雄配置
|
||||
if (remoteData.fight_heros) {
|
||||
this.fight_hero = remoteData.fight_heros[0] || this.fight_hero;
|
||||
}
|
||||
|
||||
// 直接覆盖英雄数据
|
||||
if (remoteData.heros) {
|
||||
this.heros = { ...remoteData.heros };
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
console.error(`[SMC]: ${dataSource}数据覆盖失败:`, error);
|
||||
}
|
||||
}
|
||||
|
||||
addHero(hero_uuid:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addHero(hero_uuid)){
|
||||
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
|
||||
return true
|
||||
}
|
||||
return false
|
||||
// 适配原有接口,保持与云函数的兼容性
|
||||
const result = WxCloudApi.addHero(hero_uuid);
|
||||
result.then((res) => {
|
||||
if(res.result.code === 200) {
|
||||
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}).catch((error) => {
|
||||
console.error(`[SMC]: 添加英雄异常:`, error);
|
||||
this.error()
|
||||
return false
|
||||
});
|
||||
}
|
||||
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
|
||||
return true
|
||||
@@ -113,7 +139,15 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
setFightHero(heroId: number, autoSave: boolean = true) {
|
||||
this.fight_hero = heroId;
|
||||
if (this.isWxClient()) {
|
||||
this.gameDataSyncManager.updateFightHeros({ 0: heroId }); // 适配原有接口
|
||||
// 适配原有接口,保持与云函数的兼容性
|
||||
WxCloudApi.updateFightHeros({ 0: heroId }).then((result) => {
|
||||
if (result.result.code !== 200) {
|
||||
console.warn(`[SMC]: 出战英雄配置更新失败: ${result.result.msg}`);
|
||||
}
|
||||
}).catch((error) => {
|
||||
console.error(`[SMC]: 更新出战英雄配置异常:`, error);
|
||||
this.error()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -122,35 +156,64 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
return this.fight_hero;
|
||||
}
|
||||
|
||||
getHasHeroUUID(){
|
||||
let heros=this.heros
|
||||
let heros_uuid=[]
|
||||
for(let key in heros){
|
||||
heros_uuid.push(heros[key].uuid)
|
||||
}
|
||||
return heros_uuid
|
||||
}
|
||||
|
||||
error(){
|
||||
oops.gui.toast("数据处理异常,请重试或重新登录")
|
||||
}
|
||||
|
||||
addGold(gold:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addGameProperty("gold",gold)){
|
||||
this.data.gold+=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
this.error()
|
||||
return false
|
||||
WxCloudApi.addGameDataField("gold",gold).then((result) => {
|
||||
if(result.result.code === 200) {
|
||||
this.vmdata.gold += gold;
|
||||
this.data.gold = this.vmdata.gold; // 同步到data字段
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
} else {
|
||||
console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
|
||||
this.error()
|
||||
return false
|
||||
}
|
||||
}).catch((error) => {
|
||||
console.error(`[SMC]: 增加游戏数据异常:`, error);
|
||||
this.error()
|
||||
return false
|
||||
});
|
||||
}
|
||||
this.data.gold+=gold
|
||||
this.vmdata.gold += gold;
|
||||
this.data.gold = this.vmdata.gold; // 同步到data字段
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
spendGold(gold:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
|
||||
this.data.gold-=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
WxCloudApi.spendGameDataField("gold",gold).then((result) => {
|
||||
if(result.result.code === 200) {
|
||||
this.vmdata.gold -= gold;
|
||||
this.data.gold = this.vmdata.gold; // 同步到data字段
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
} else {
|
||||
console.warn(`[SMC]: 游戏数据消耗失败: ${result.result.msg}`);
|
||||
return false
|
||||
}
|
||||
}).catch((error) => {
|
||||
console.error(`[SMC]: 消耗游戏数据异常:`, error);
|
||||
this.error()
|
||||
return false
|
||||
});
|
||||
}
|
||||
this.data.gold-=gold
|
||||
this.vmdata.gold -= gold;
|
||||
this.data.gold = this.vmdata.gold; // 同步到data字段
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -30,8 +30,8 @@ export const getHeroList = (quality:number=0)=>{
|
||||
});
|
||||
|
||||
// 分离拥有和未拥有的英雄
|
||||
const ownedHeros = filteredHeros.filter(item => smc.heros[item.uuid]);
|
||||
const unownedHeros = filteredHeros.filter(item => !smc.heros[item.uuid]);
|
||||
const ownedHeros = filteredHeros.filter(item => smc.heros.some(hero => hero.uuid === item.uuid));
|
||||
const unownedHeros = filteredHeros.filter(item => !smc.heros.some(hero => hero.uuid === item.uuid));
|
||||
|
||||
// 合并列表:拥有的在前,未拥有的在后
|
||||
return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
|
||||
|
||||
Reference in New Issue
Block a user