奖励已经双倍奖励
This commit is contained in:
@@ -1,3 +1,4 @@
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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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@@ -47,7 +48,7 @@ export class GameDataSyncManager {
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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.itmes, 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${dataSource}覆盖`);
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}
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@@ -238,183 +239,6 @@ export class GameDataSyncManager {
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}
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}
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/**
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* 删除指定英雄
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* @param heroId 英雄ID
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* @returns 是否成功
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*/
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async deleteHero(heroId: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 删除英雄 ID:${heroId}`);
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const result = await WxCloudApi.deleteHero(heroId);
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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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delete smc.heros[heroId];
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console.log(`[GameDataSyncManager]: 英雄删除成功,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]: 英雄删除失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 删除英雄异常:`, error);
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return false;
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}
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}
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// ==================== 库存管理 (items, tals, equips) ====================
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/**
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* 增加指定物品的数量
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 添加数量
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* @returns 是否成功
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*/
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async addInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 增加库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.addInventoryItem(type, 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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const targetData = this.getTargetData(type);
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targetData[itemId] = (targetData[itemId] || 0) + count;
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console.log(`[GameDataSyncManager]: 库存物品增加成功,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]: 库存物品增加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加库存物品异常:`, error);
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return false;
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}
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}
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/**
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* 消耗指定数量的物品
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 消耗数量
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* @returns 是否成功
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*/
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async consumeInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 消耗库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.consumeInventoryItem(type, 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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const targetData = this.getTargetData(type);
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targetData[itemId] = Math.max(0, (targetData[itemId] || 0) - count);
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console.log(`[GameDataSyncManager]: 库存物品消耗成功,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]: 库存物品消耗失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗库存物品异常:`, error);
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return false;
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}
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}
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/**
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* 直接设置物品的数量
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 新的数量
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* @returns 是否成功
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*/
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async setInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.setInventoryItem(type, 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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const targetData = this.getTargetData(type);
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targetData[itemId] = count;
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console.log(`[GameDataSyncManager]: 库存物品设置成功,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]: 库存物品设置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 设置库存物品异常:`, error);
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return false;
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}
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}
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/**
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* 批量更新多个物品的数量
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param data 更新数据对象
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* @param merge 是否合并更新(默认true)
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* @returns 是否成功
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*/
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async updateInventory(type: 'items' | 'tals' | 'equips', data: any, merge: boolean = true): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 批量更新库存 类型:${type}, 数据:`, data);
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const result = await WxCloudApi.updateInventory(type, data, merge);
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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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const targetData = this.getTargetData(type);
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if (merge) {
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Object.assign(targetData, data);
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} else {
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Object.keys(targetData).forEach(key => delete targetData[key]);
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Object.assign(targetData, data);
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}
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console.log(`[GameDataSyncManager]: 库存批量更新成功,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]: 库存批量更新失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 批量更新库存异常:`, error);
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return false;
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}
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}
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/**
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* 重置指定类型的库存为默认值
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @returns 是否成功
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*/
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async resetInventory(type: 'items' | 'tals' | 'equips'): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 重置库存 类型:${type}`);
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const result = await WxCloudApi.resetInventory(type);
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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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const targetData = this.getTargetData(type);
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Object.keys(targetData).forEach(key => delete targetData[key]);
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Object.assign(targetData, result.result.data);
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console.log(`[GameDataSyncManager]: 库存重置成功,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]: 库存重置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 重置库存异常:`, error);
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return false;
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}
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}
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// ==================== 便捷方法 ====================
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/**
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@@ -424,7 +248,22 @@ export class GameDataSyncManager {
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* @returns 是否成功
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*/
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async addItem(itemId: number, count: number): Promise<boolean> {
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return this.addInventoryItem('items', itemId, count);
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smc.items[itemId] = (smc.items[itemId] || 0) + count;
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try {
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console.log(`[GameDataSyncManager]: 增加道具 ID:${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: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加道具异常:`, error);
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return false;
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}
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}
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/**
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@@ -434,9 +273,30 @@ export class GameDataSyncManager {
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* @returns 是否成功
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*/
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async consumeItem(itemId: number, count: number): Promise<boolean> {
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return this.consumeInventoryItem('items', itemId, count);
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if(!smc.items[itemId]||smc.items[itemId]<count){
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oops.gui.toast("道具数量不足")
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return false
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}
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try {
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console.log(`[GameDataSyncManager]: 消耗道具 ID:${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: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗道具异常:`, error);
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return false;
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}
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}
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/**
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* 增加天赋点
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* @param talId 天赋ID
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@@ -444,7 +304,24 @@ export class GameDataSyncManager {
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* @returns 是否成功
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*/
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async addTalent(talId: number, count: number): Promise<boolean> {
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return this.addInventoryItem('tals', talId, count);
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try {
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console.log(`[GameDataSyncManager]: 增加天赋点 ID:${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: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加天赋点异常:`, error);
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return false;
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}
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}
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/**
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@@ -454,7 +331,51 @@ export class GameDataSyncManager {
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* @returns 是否成功
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*/
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async consumeTalent(talId: number, count: number): Promise<boolean> {
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return this.consumeInventoryItem('tals', talId, count);
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try {
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console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${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: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗天赋点异常:`, error);
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return false;
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}
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}
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/**
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* 设置天赋点数量
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* @param talId 天赋ID
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* @param count 数量
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* @returns 是否成功
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*/
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async setTalent(talId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置天赋点数量 ID:${talId}, 数量:${count}`);
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const result = await WxCloudApi.setInventoryItem('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] = count;
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console.log(`[GameDataSyncManager]: 天赋点数量设置成功,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]: 天赋点数量设置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 设置天赋点数量异常:`, error);
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return false;
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}
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}
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/**
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@@ -464,7 +385,24 @@ export class GameDataSyncManager {
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* @returns 是否成功
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*/
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async addEquipment(equipId: number, count: number): Promise<boolean> {
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return this.addInventoryItem('equips', equipId, count);
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try {
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console.log(`[GameDataSyncManager]: 增加装备 ID:${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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return false;
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}
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}
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/**
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@@ -474,29 +412,55 @@ export class GameDataSyncManager {
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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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return this.consumeInventoryItem('equips', equipId, count);
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}
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// ==================== 私有辅助方法 ====================
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/**
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* 根据类型获取对应的目标数据对象
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* @param type 库存类型
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* @returns 对应的数据对象
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*/
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private getTargetData(type: 'items' | 'tals' | 'equips'): any {
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switch (type) {
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case 'items':
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return smc.itmes;
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case 'tals':
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return smc.tals;
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case 'equips':
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return smc.equips;
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default:
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throw new Error(`未知的库存类型: ${type}`);
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try {
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console.log(`[GameDataSyncManager]: 消耗装备 ID:${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: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗装备异常:`, error);
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return false;
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}
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}
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/**
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* 设置装备数量
|
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* @param equipId 装备ID
|
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* @param count 数量
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* @returns 是否成功
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*/
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async setEquipment(equipId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置装备数量 ID:${equipId}, 数量:${count}`);
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const result = await WxCloudApi.setInventoryItem('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] = count;
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||||
console.log(`[GameDataSyncManager]: 装备数量设置成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 装备数量设置失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 设置装备数量异常:`, 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
|
||||
@@ -513,7 +477,7 @@ export class GameDataSyncManager {
|
||||
smc.data = cloudData.data;
|
||||
smc.fight_heros = cloudData.fight_heros;
|
||||
smc.heros = cloudData.heros;
|
||||
smc.itmes = cloudData.items;
|
||||
smc.items = cloudData.items;
|
||||
smc.tals = cloudData.tals;
|
||||
smc.equips = cloudData.equips;
|
||||
|
||||
@@ -545,23 +509,31 @@ export const gameDataSyncManager = GameDataSyncManager.getInstance();
|
||||
使用示例:
|
||||
|
||||
// 1. 出战英雄管理
|
||||
await gameDataSyncManager.setFightHero(0, 5001); // 设置位置0的英雄
|
||||
await gameDataSyncManager.swapFightHeros(0, 1); // 交换位置0和1的英雄
|
||||
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, 5); // 英雄升级5级
|
||||
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
|
||||
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. 库存管理
|
||||
// 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.addTalent(2001, 5); // 增加天赋点
|
||||
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
|
||||
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
|
||||
await gameDataSyncManager.setItem(1001, 5); // 设置道具数量
|
||||
|
||||
// 4. 数据加载
|
||||
await gameDataSyncManager.loadAllGameData(); // 从云端加载所有数据
|
||||
// 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
|
||||
|
||||
@@ -42,7 +42,7 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
5005:{uuid:5005,lv:1},
|
||||
5007:{uuid:5007,lv:1},
|
||||
};
|
||||
itmes:any={
|
||||
items:any={
|
||||
}
|
||||
tals:any={
|
||||
}
|
||||
@@ -151,10 +151,17 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
|
||||
|
||||
// ==================== 统一的数据操作接口 ====================
|
||||
|
||||
|
||||
/**
|
||||
* 增加游戏数据属性(统一接口)
|
||||
* @param property 属性名
|
||||
* property list:
|
||||
* ***gold:金币
|
||||
* ***diamond:钻石
|
||||
* ***meat:肉
|
||||
* ***exp:经验
|
||||
* ***score:分数
|
||||
* ***mission:关卡
|
||||
* @param value 增加的值
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
* @returns 操作结果
|
||||
@@ -221,6 +228,14 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
|
||||
return true;
|
||||
}
|
||||
addItem(item_uuid:number,count:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
this.gameDataSyncManager.addItem(item_uuid,count);
|
||||
}
|
||||
else{
|
||||
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -19,6 +19,7 @@ export enum UIID {
|
||||
HeroInfo,
|
||||
Victory,
|
||||
HeroSelect,
|
||||
ItemInfo,
|
||||
// Shop_Page,
|
||||
// Hero_Page,
|
||||
}
|
||||
@@ -32,6 +33,7 @@ export var UIConfigData: { [key: number]: UIConfig } = {
|
||||
[UIID.HeroInfo]: { layer: LayerType.UI, prefab: "gui/Hinfo" },
|
||||
[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
|
||||
[UIID.HeroSelect]: { layer: LayerType.UI, prefab: "gui/hero_select" },
|
||||
[UIID.ItemInfo]: { layer: LayerType.UI, prefab: "gui/element/item_info" },
|
||||
// [UIID.Shop_Page]: { layer: LayerType.UI, prefab: "gui/shop_page" },
|
||||
// [UIID.Hero_Page]: { layer: LayerType.UI, prefab: "gui/heros_page" },
|
||||
// [UIID.Toast]: { layer: LayerType.PopUp, prefab: "common/prefab/toast" },
|
||||
|
||||
@@ -1,31 +1,217 @@
|
||||
/*
|
||||
type:
|
||||
1 普通消耗品,武器升级或技能升级原材料
|
||||
2 可双击打开,如宝箱,
|
||||
ghstone:0, //英雄石 绿色 普通英雄升星
|
||||
bhstone:0, //英雄石 蓝色 稀有英雄升星
|
||||
phlestone:0, //英雄石 紫色 史诗英雄升星
|
||||
rhstone:0, //英雄石 红色 传说英雄升星
|
||||
herocard:0, //英雄卡,抽卡凭证
|
||||
ckey:0, //铜钥匙 解锁稀有英雄 也可以直接兑换金币
|
||||
skey:0, //银钥匙 解锁史诗英雄 也可以直接兑换金币
|
||||
gkey:0, //金钥匙 解锁传说英雄 也可以直接兑换金币
|
||||
|
||||
|
||||
*/
|
||||
|
||||
import * as exp from "constants";
|
||||
import { QualitySet } from "./BoxSet";
|
||||
|
||||
|
||||
export const Items={
|
||||
1001:{uuid: 1001,path: "1001",type:1,quality:QualitySet.GREEN,name: "经验药水",info:"增加英雄经验", },
|
||||
1002:{uuid: 1002,path: "1002",type:1,quality:QualitySet.BLUE,name: "绿色英雄石",info:"稀有英雄升星必须材料", },
|
||||
1003:{uuid: 1003,path: "1003",type:1,quality:QualitySet.BLUE,name: "蓝色英雄石",info:"史诗英雄升星必须材料", },
|
||||
1004:{uuid: 1004,path: "1004",type:1,quality:QualitySet.PURPLE,name: "紫色英雄石",info:"传说英雄升星必须材料", },
|
||||
1005:{uuid: 1005,path: "1005",type:1,quality:QualitySet.ORANGE,name: "红色英雄石",info:"传说英雄升星必须材料", },
|
||||
1006:{uuid: 1006,path: "1006",type:1,quality:QualitySet.GREEN,name: "招募劵",info:"可以在英雄酒馆招募英雄", },
|
||||
1007:{uuid: 1007,path: "1007",type:1,quality:QualitySet.BLUE,name: "铜钥匙",info:"解锁稀有英雄 也可以直接兑换金币", },
|
||||
1008:{uuid: 1008,path: "1008",type:1,quality:QualitySet.PURPLE,name: "银钥匙",info:"解锁史诗英雄 也可以直接兑换金币", },
|
||||
1009:{uuid: 1009,path: "1009",type:1,quality:QualitySet.ORANGE,name: "金钥匙",info:"解锁传说英雄 也可以直接兑换金币", },
|
||||
export enum ItemType{
|
||||
NORMAL=0,//普通
|
||||
SPECIAL=1,//特殊 可双击打开
|
||||
EQUIP=2,//装备
|
||||
}
|
||||
|
||||
// 掉落物品接口
|
||||
export interface DropItem {
|
||||
item_uuid: number; // 物品ID
|
||||
probability: number; // 掉落概率 (0-1之间)
|
||||
minCount: number; // 最小掉落数量
|
||||
maxCount: number; // 最大掉落数量
|
||||
baseCount: number; // 基础掉落数量
|
||||
growthRate: number; // 增长参数
|
||||
}
|
||||
|
||||
// 怪物掉落配置接口
|
||||
export interface MonsterDropConfig {
|
||||
monsterId: number; // 怪物ID
|
||||
quality: QualitySet; // 怪物品质
|
||||
drops: DropItem[]; // 掉落物品列表
|
||||
}
|
||||
|
||||
export const Items={
|
||||
1001:{uuid: 1001,path: "1001",type:1,quality:QualitySet.GREEN,name: "绿色英雄石",info:"稀有英雄升星必须材料", },
|
||||
1002:{uuid: 1002,path: "1002",type:1,quality:QualitySet.BLUE,name: "蓝色英雄石",info:"史诗英雄升星必须材料", },
|
||||
1003:{uuid: 1003,path: "1003",type:1,quality:QualitySet.PURPLE,name: "紫色英雄石",info:"传说英雄升星必须材料", },
|
||||
1004:{uuid: 1004,path: "1004",type:1,quality:QualitySet.ORANGE,name: "红色英雄石",info:"传说英雄升星必须材料", },
|
||||
1005:{uuid: 1005,path: "1005",type:1,quality:QualitySet.ORANGE,name: "招募劵",info:"可以在英雄酒馆招募英雄", },
|
||||
1006:{uuid: 1006,path: "1006",type:1,quality:QualitySet.BLUE,name: "铜钥匙",info:"解锁稀有英雄 也可以直接兑换金币", },
|
||||
1007:{uuid: 1007,path: "1007",type:1,quality:QualitySet.PURPLE,name: "银钥匙",info:"解锁史诗英雄 也可以直接兑换金币", },
|
||||
1008:{uuid: 1008,path: "1008",type:1,quality:QualitySet.ORANGE,name: "金钥匙",info:"解锁传说英雄 也可以直接兑换金币", },
|
||||
}
|
||||
|
||||
export enum DropKey{
|
||||
ItemUUId=0, // 物品ID
|
||||
Pro=1, // 概率
|
||||
Diff=2, // 上下限差值
|
||||
Base=3, // 基础数量
|
||||
GrowthRate=4, // 增长参数
|
||||
}
|
||||
|
||||
// 怪物掉落配置表 - 按照DropKey顺序配置
|
||||
export const MonsterDropTable: { [monsterId: number]: [number, number, number, number, number][] } = {
|
||||
// 普通怪物 - 绿色品质
|
||||
5201: [ // 兽人战士
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
|
||||
],
|
||||
5202: [ // 兽人刺客
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
|
||||
],
|
||||
5203: [ // 兽人护卫
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
|
||||
],
|
||||
5204: [ // 石卫
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
|
||||
],
|
||||
5205: [ // 土卫
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
|
||||
],
|
||||
5206: [ // 树卫
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
|
||||
],
|
||||
5219: [ // 牛头战士
|
||||
[Items[1001].uuid, 1.0, 1, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1-2个绿色英雄石
|
||||
[Items[1006].uuid, 0.4, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
|
||||
],
|
||||
5220: [ // 牛头战士
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
|
||||
],
|
||||
5221: [ // 牛头战士
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
|
||||
],
|
||||
5222: [ // 独眼巨人
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
|
||||
],
|
||||
5223: [ // 独眼巨人
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
|
||||
],
|
||||
5224: [ // 独眼巨人
|
||||
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
|
||||
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
|
||||
],
|
||||
|
||||
// 精英怪物 - 蓝色品质
|
||||
5225: [ // 精英独眼
|
||||
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
|
||||
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
|
||||
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
|
||||
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
|
||||
],
|
||||
5226: [ // 精英牛头
|
||||
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
|
||||
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
|
||||
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
|
||||
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
|
||||
],
|
||||
5227: [ // 精英兽人
|
||||
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
|
||||
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
|
||||
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
|
||||
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
|
||||
]
|
||||
};
|
||||
|
||||
// 怪物掉落管理器
|
||||
export class MonsterDropManager {
|
||||
|
||||
/**
|
||||
* 根据怪物ID获取掉落配置
|
||||
* @param monsterId 怪物ID
|
||||
* @returns 掉落配置
|
||||
*/
|
||||
static getDropConfig(monsterId: number): [number, number, number, number, number][] | null {
|
||||
return MonsterDropTable[monsterId] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算指定关卡数的掉落数量
|
||||
* @param baseCount 基础数量
|
||||
* @param growthRate 增长参数
|
||||
* @param stageNumber 关卡数
|
||||
* @param diff 上下限差值
|
||||
* @returns 计算后的掉落数量
|
||||
*/
|
||||
static calculateDropCount(baseCount: number, growthRate: number, stageNumber: number, diff: number): number {
|
||||
// 公式:基础数量 * 增长参数 * 关卡数 + (0-差值的随机数)
|
||||
const calculatedCount = baseCount * growthRate * stageNumber;
|
||||
const randomBonus = Math.floor(Math.random() * (diff + 1)); // 0到diff的随机数
|
||||
const finalCount = calculatedCount + randomBonus;
|
||||
|
||||
// 允许掉落数量为0
|
||||
return Math.max(0, Math.floor(finalCount));
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物掉落物品
|
||||
* @param monsterId 怪物ID
|
||||
* @param stageNumber 关卡数
|
||||
* @param playerLuck 玩家幸运值加成
|
||||
* @returns 掉落物品数组
|
||||
*/
|
||||
static calculateMonsterDrops(monsterId: number, stageNumber: number, playerLuck: number = 0): Array<{item_uuid: number, count: number}> {
|
||||
const dropArray = this.getDropConfig(monsterId);
|
||||
if (!dropArray) {
|
||||
console.warn(`[MonsterDropManager]: No drop config found for monster ${monsterId}`);
|
||||
return [];
|
||||
}
|
||||
|
||||
const result: Array<{item_uuid: number, count: number}> = [];
|
||||
const luckBonus = 1 + (playerLuck * 0.01); // 幸运值加成
|
||||
|
||||
// 处理所有掉落物品(统一按概率处理)
|
||||
dropArray.forEach(dropData => {
|
||||
const [item_uuid, probability, diff, baseCount, growthRate] = dropData;
|
||||
|
||||
if (Math.random() < probability) {
|
||||
// 使用新的计算公式:基础值*关卡数*增长参数+(0-差值的随机数)
|
||||
const finalCount = this.calculateDropCount(baseCount, growthRate, stageNumber, diff);
|
||||
const countWithLuck = Math.floor(finalCount * luckBonus);
|
||||
|
||||
result.push({
|
||||
item_uuid: item_uuid,
|
||||
count: Math.max(1, countWithLuck) // 确保至少掉落1个
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预览指定关卡数的掉落数量(不包含随机因素)
|
||||
* @param monsterId 怪物ID
|
||||
* @param stageNumber 关卡数
|
||||
* @returns 掉落物品预览数组
|
||||
*/
|
||||
static previewMonsterDrops(monsterId: number, stageNumber: number): Array<{item_uuid: number, baseCount: number, calculatedCount: number, maxCount: number}> {
|
||||
const dropArray = this.getDropConfig(monsterId);
|
||||
if (!dropArray) {
|
||||
console.warn(`[MonsterDropManager]: No drop config found for monster ${monsterId}`);
|
||||
return [];
|
||||
}
|
||||
|
||||
const result: Array<{item_uuid: number, baseCount: number, calculatedCount: number, maxCount: number}> = [];
|
||||
|
||||
// 处理所有掉落物品
|
||||
dropArray.forEach(dropData => {
|
||||
const [item_uuid, probability, diff, baseCount, growthRate] = dropData;
|
||||
const calculatedCount = baseCount * growthRate * stageNumber;
|
||||
const maxCount = calculatedCount + diff;
|
||||
|
||||
result.push({
|
||||
item_uuid: item_uuid,
|
||||
baseCount: baseCount,
|
||||
calculatedCount: Math.floor(calculatedCount),
|
||||
maxCount: Math.floor(maxCount)
|
||||
});
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user