去掉大部分 调试信息
This commit is contained in:
@@ -27,48 +27,48 @@ export class GameDataSyncManager {
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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${dataSource}数据覆盖客户端数据...`);
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// console.log(`[Initialize]: 开始用${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 基础游戏数据已从${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 出战英雄配置已从${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 英雄数据已从${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 道具数据已从${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 天赋数据已从${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${dataSource}覆盖`);
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// console.log(`[Initialize]: 装备数据已从${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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// 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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@@ -81,14 +81,14 @@ export class GameDataSyncManager {
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*/
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async updateFightHeros(fightHeros: 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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// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHeros);
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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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// 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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@@ -108,14 +108,14 @@ export class GameDataSyncManager {
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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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// 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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// 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: ${result.result.msg}`);
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@@ -138,14 +138,14 @@ export class GameDataSyncManager {
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*/
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async addHero(heroId: number, heroData?: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
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// 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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// 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: ${result.result.msg}`);
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@@ -166,14 +166,14 @@ export class GameDataSyncManager {
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*/
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async updateHero(heroId: number, updateData: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
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// 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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// 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: ${result.result.msg}`);
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@@ -195,14 +195,14 @@ export class GameDataSyncManager {
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*/
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async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
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// 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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// 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: ${result.result.msg}`);
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@@ -223,14 +223,14 @@ export class GameDataSyncManager {
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*/
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async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
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// console.log(`[GameDataSyncManager]: 英雄升级 ID:${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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// 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: ${result.result.msg}`);
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@@ -254,11 +254,11 @@ export class GameDataSyncManager {
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async addItem(itemId: number, count: number): Promise<boolean> {
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smc.items[itemId] = (smc.items[itemId] || 0) + count;
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try {
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console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 增加道具 ID:${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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// 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: ${result.result.msg}`);
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@@ -283,12 +283,12 @@ export class GameDataSyncManager {
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return false
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}
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try {
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console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 消耗道具 ID:${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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// 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: ${result.result.msg}`);
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@@ -311,14 +311,14 @@ export class GameDataSyncManager {
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*/
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async addTalent(talId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 增加天赋点 ID:${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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// 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: ${result.result.msg}`);
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@@ -339,14 +339,14 @@ export class GameDataSyncManager {
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*/
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async consumeTalent(talId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${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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// 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: ${result.result.msg}`);
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@@ -367,14 +367,14 @@ export class GameDataSyncManager {
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*/
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async addEquipment(equipId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 增加装备 ID:${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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// 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: ${result.result.msg}`);
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@@ -395,14 +395,14 @@ export class GameDataSyncManager {
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*/
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async consumeEquipment(equipId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
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// console.log(`[GameDataSyncManager]: 消耗装备 ID:${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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// 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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@@ -419,10 +419,10 @@ export class GameDataSyncManager {
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async addGameProperty(property: string, value: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
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// console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
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const result = await WxCloudApi.addGameDataField(property, value);
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if (result.result.code === 200) {
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console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
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// console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
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@@ -437,10 +437,10 @@ export class GameDataSyncManager {
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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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// 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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if (result.result.code === 200) {
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console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
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// console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
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return true;
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}
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} catch (error) {
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@@ -456,7 +456,7 @@ export class GameDataSyncManager {
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*/
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async loadAllGameData(): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
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// console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
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const result = await WxCloudApi.getAllGameData();
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@@ -470,7 +470,7 @@ export class GameDataSyncManager {
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smc.tals = cloudData.tals;
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smc.equips = cloudData.equips;
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console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`);
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// console.log(`[GameDataSyncManager]: 云端数据加载成功,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]: 云端数据加载失败: ${result.result.msg}`);
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@@ -280,7 +280,7 @@ export class SingletonModuleComp extends ecs.Comp {
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const current = this.data[key] || 0;
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const next = current - need;
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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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// 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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