初始版本可以去申请电子版权和软著了
This commit is contained in:
@@ -96,6 +96,7 @@ export class GameDataSyncManager {
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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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@@ -122,6 +123,7 @@ export class GameDataSyncManager {
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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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@@ -151,6 +153,7 @@ export class GameDataSyncManager {
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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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@@ -178,6 +181,7 @@ export class GameDataSyncManager {
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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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@@ -206,6 +210,7 @@ export class GameDataSyncManager {
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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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@@ -216,11 +221,11 @@ export class GameDataSyncManager {
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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, exp:number,gold:number,levels: number = 1,): Promise<boolean> {
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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, exp,gold,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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@@ -233,6 +238,7 @@ export class GameDataSyncManager {
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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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@@ -260,6 +266,7 @@ export class GameDataSyncManager {
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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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@@ -289,6 +296,7 @@ export class GameDataSyncManager {
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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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@@ -318,6 +326,7 @@ export class GameDataSyncManager {
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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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@@ -345,6 +354,7 @@ export class GameDataSyncManager {
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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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@@ -372,6 +382,7 @@ export class GameDataSyncManager {
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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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@@ -399,10 +410,12 @@ export class GameDataSyncManager {
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗装备异常:`, 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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async addGameProperty(property: string, value: any): Promise<boolean> {
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try {
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@@ -417,11 +430,12 @@ export class GameDataSyncManager {
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加游戏数据异常:`, 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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async spendGameProperty(property: string, value: any): Promise<boolean> {
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async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
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const result = await WxCloudApi.spendGameDataField(property, value);
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@@ -431,6 +445,7 @@ export class GameDataSyncManager {
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗游戏数据异常:`, 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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@@ -463,6 +478,7 @@ export class GameDataSyncManager {
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 加载云端数据异常:`, 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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@@ -9,6 +9,8 @@ import { gameDataSyncManager } from "./GameDataSyncManager";
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import { GameSet } from "./config/BoxSet";
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import { Test } from "./Test";
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import { GameEvent } from "./config/GameEvent";
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import { Items } from "./config/Items";
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import { HeroInfo } from "./config/heroSet";
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// import { Role } from "../role/Role";
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@@ -94,6 +96,8 @@ export class SingletonModuleComp extends ecs.Comp {
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return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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}
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//调试用
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syncDataFromLocal(){
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if(this.isWxClient()) return
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@@ -101,6 +105,18 @@ export class SingletonModuleComp extends ecs.Comp {
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this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
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}
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addHero(hero_uuid:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addHero(hero_uuid)){
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this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
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return true
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}
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return false
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}
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this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
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return true
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}
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setFightHero(position:number,heroId:number,autoSave:boolean=true){
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this.fight_heros[position] = heroId;
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if(this.isWxClient()){
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@@ -121,9 +137,11 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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return heros_uuid
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}
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levelUpHero(heroId:number,exp:number,gold:number){
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levelUpHero(heroId:number){
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if(this.isWxClient()){
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let result=this.gameDataSyncManager.levelUpHero(heroId,exp,gold);
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let result=this.gameDataSyncManager.levelUpHero(heroId);
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if(result){
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this.heros[heroId].lv++;
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return true
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@@ -136,98 +154,112 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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}
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// ==================== 统一的数据操作接口 ====================
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/**
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* 增加游戏数据属性(统一接口)
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* @param property 属性名
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* property list:
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* ***gold:金币
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* ***diamond:钻石
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* ***meat:肉
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* ***exp:经验
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* ***score:分数
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* ***mission:关卡
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* @param value 增加的值
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* @param autoSave 是否自动保存 (默认true)
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* @returns 操作结果
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*/
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error(){
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oops.gui.toast("数据处理异常,请重试或重新登录")
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}
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addExp(exp:number,autoSave:boolean=true){
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this.data.exp+=exp
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("exp",exp)
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if(this.gameDataSyncManager.addGameProperty("exp",exp)){
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this.data.exp+=exp
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return true
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}
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return false
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}
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this.data.exp+=exp
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return true
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}
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addGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("gold",gold)){
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this.data.gold+=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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this.error()
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return false
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}
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this.data.gold+=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("gold",gold)
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}
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return true
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}
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addDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("diamond",diamond)
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}
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return true
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}
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addMission(mission:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("mission",mission)){
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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return true
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}
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return false
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}
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("mission",mission)
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}
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return true
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}
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spendExp(exp:number,autoSave:boolean=true){
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this.data.exp-=exp
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("exp",exp)
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if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
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this.data.exp-=exp
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return true
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}
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return false
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}
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this.data.exp-=exp
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return true
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}
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spendGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
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this.data.gold-=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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return false
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}
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this.data.gold-=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("gold",gold)
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}
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return true
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}
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spendDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("diamond",diamond)
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}
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return true
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}
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/**
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* 消耗游戏数据属性(统一接口)
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* - 支持单个字段:spendGameProperty('gold', 10)
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* - 支持多个字段:spendGameProperty({ gold: 10, exp: 5 })
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* 只有当所有字段都满足扣除条件时,才会一次性扣减
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* @param property 属性名或属性映射
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* @param value 消耗的值(当 property 为字符串时有效)
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* @param autoSave 是否自动保存 (默认true)
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* @returns 是否成功消耗
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* 处理多个字段:spendGameProperty({ gold: 10, exp: 5 })
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*/
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async spendGameProperty(property: string | Record<string, number>, value: any = undefined, autoSave: boolean = true): Promise<boolean> {
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// 单字段扣除
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if (typeof property === 'string') {
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const currentValue = this.data[property] || 0;
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if (currentValue < value) {
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console.warn(`[SMC]: ${property} 不足,当前: ${currentValue}, 需要: ${value}`);
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return false;
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async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty(property)){
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return true
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}
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const newValue = currentValue - value;
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this.data[property] = newValue;
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console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
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return true;
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return false
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}
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// 多字段扣除(原子性:全部满足才扣)
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const deductions = property as Record<string, number>;
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// 1) 校验是否全部满足
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@@ -237,10 +269,10 @@ export class SingletonModuleComp extends ecs.Comp {
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const current = this.data[key] || 0;
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if (current < need) {
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console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
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oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
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return false;
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}
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}
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// 2) 统一扣减
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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@@ -250,18 +282,32 @@ export class SingletonModuleComp extends ecs.Comp {
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this.data[key] = next;
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console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
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}
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return true;
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}
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addItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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this.gameDataSyncManager.addItem(item_uuid,count);
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}
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else{
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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if(this.gameDataSyncManager.addItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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spendItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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}
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@@ -1,6 +1,7 @@
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import { v3 } from "cc"
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import { FacSet, QualitySet } from "./BoxSet"
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import { smc } from "../SingletonModuleComp"
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import { Items } from "./Items"
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/**
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* kind :1:烈焰 2:寒冰 3:自然 4:暗影 5:神圣
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**/
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@@ -30,7 +31,19 @@ export enum HType {
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remote = 1,
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mage = 2,
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}
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/**
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* 解锁英雄所需物品
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* 绿色:铜钥匙*100 item:1006 num:100
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* 蓝色:银钥匙*200 item:1007 num:200
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* 紫色:金钥匙*100 item:1008 num:100
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* 橙色:金钥匙*100 item:1009 num:100
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*/
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export const unlockHeroCost={
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[QualitySet.GREEN]:{i_uuid:Items[1006].uuid,num:100},
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[QualitySet.BLUE]:{i_uuid:Items[1006].uuid,num:200},
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[QualitySet.PURPLE]:{i_uuid:Items[1007].uuid,num:100},
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[QualitySet.ORANGE]:{i_uuid:Items[1008].uuid,num:100},
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}
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//fac:FacSet.HERO
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export const getHeroList = (quality:number=0)=>{
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const filteredHeros = Object.values(HeroInfo).filter(item=>{
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Reference in New Issue
Block a user