云环境和本地调试 添加
This commit is contained in:
@@ -4,6 +4,10 @@ import { Initialize } from "../initialize/Initialize";
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import { GameMap } from "../map/GameMap";
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import { HeroUI, VmInfo } from "./config/Mission";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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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 { Role } from "../role/Role";
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@@ -15,6 +19,8 @@ export class SingletonModuleComp extends ecs.Comp {
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initialize: Initialize = null!;
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/** 游戏地图 */
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map: GameMap = null!;
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/** 游戏数据同步管理器 */
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private gameDataSyncManager = gameDataSyncManager;
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mission:any={
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status:0, //0:未开始 1:进行中 2:胜利 3:失败
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play:false,
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@@ -37,21 +43,19 @@ export class SingletonModuleComp extends ecs.Comp {
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ckey:0, //铜钥匙 解锁稀有英雄 也可以直接兑换金币
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skey:0, //银钥匙 解锁史诗英雄 也可以直接兑换金币
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gkey:0, //金钥匙 解锁传说英雄 也可以直接兑换金币
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}
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fight_heros:any={
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0:5001,
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1:5005,
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2:0,
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3:0,
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4:0,
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}
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fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
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heros:any = {
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5001:{uuid:5001,lv:1},
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5005:{uuid:5005,lv:1},
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5007:{uuid:5007,lv:1},
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};
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itmes:any={
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}
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tals:any={
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}
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equips:any={
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}
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monsters:any = [];
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sk_info:any = []
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monsters_dead:any = []
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@@ -60,32 +64,46 @@ export class SingletonModuleComp extends ecs.Comp {
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vmdata: any = {
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game_over:false,
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game_pause:false,
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data:{
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score:0,
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mission:1,
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gold:100, //升级主要资源
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diamond:100, //商店购买 及 双倍奖励资源
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meat:0,
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exp:0, //升级经验
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ghstone:0, //英雄石 绿色 普通英雄升星
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bhstone:0, //英雄石 蓝色 稀有英雄升星
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phlestone:0, //英雄石 紫色 史诗英雄升星
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rhstone:0, //英雄石 红色 传说英雄升星
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herocard:0, //英雄卡,抽卡凭证
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ckey:0, //铜钥匙 解锁稀有英雄 也可以直接兑换金币
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skey:0, //银钥匙 解锁史诗英雄 也可以直接兑换金币
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gkey:0, //金钥匙 解锁传说英雄 也可以直接兑换金币
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},
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mission_data:{
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gold:1000,//金币
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exp:0,//经验
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score:0,//分数
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diamond:0,//钻石
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mission:1,//关卡
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chapter:1,//章节
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level:1,//关卡等级
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max_mission:4,//最大关卡
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meat:0,//肉
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mon_num:0,//怪物数量
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hero_num:0,//英雄数量
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wave_time_num:0,//波次时间
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in_fight:false,
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fight_time:0,//战斗时间
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level:1,//关卡等级
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max_mission:4,//最大关卡
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},
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reward:{
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gold:0,
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meat:0,
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diamond:0,
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score:0,
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exp:0,
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gcard:0,
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bcard:0,
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pcard:0,
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ycard:0,
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mission:0,
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gold:0, //升级主要资源
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diamond:0, //商店购买 及 双倍奖励资源
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meat:0,
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exp:0, //升级经验
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ghstone:0, //英雄石 绿色 普通英雄升星
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bhstone:0, //英雄石 蓝色 稀有英雄升星
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phlestone:0, //英雄石 紫色 史诗英雄升星
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rhstone:0, //英雄石 红色 传说英雄升星
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herocard:0, //英雄卡,抽卡凭证
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ckey:0, //铜钥匙 解锁稀有英雄 也可以直接兑换金币
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skey:0, //银钥匙 解锁史诗英雄 也可以直接兑换金币
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gkey:0, //金钥匙 解锁传说英雄 也可以直接兑换金币
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}
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};
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vmAdd() {
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@@ -97,483 +115,97 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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}
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// ==================== 本地存储管理方法 ====================
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/**
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* 初始化默认游戏数据
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*/
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initDefaultData() {
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// 确保出战英雄有默认值
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if (!this.fight_heros || Object.keys(this.fight_heros).length === 0) {
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this.fight_heros = {
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0: 5001,
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1: 5005,
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2: 0,
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3: 0,
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4: 0,
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};
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}
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// 确保英雄属性有默认值
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if (!this.heros || Object.keys(this.heros).length === 0) {
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this.heros = {
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5001: {lv: 1},
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5005: {lv: 1},
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5007: {lv: 1},
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};
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}
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// 确保游戏数据有默认值
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if (!this.data || Object.keys(this.data).length === 0) {
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this.data = {
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score: 888,
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mission: 1,
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gold: 100,
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diamond: 100,
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};
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}
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console.log("[SMC]: 默认数据已初始化 - 出战英雄:", this.fight_heros, "英雄属性:", this.heros, "游戏数据:", this.data);
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}
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/**
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* 保存游戏数据到本地存储
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*/
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saveGameData() {
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try {
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// 保存出战英雄数据
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const fightHerosJson = JSON.stringify(this.fight_heros);
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oops.storage.set("fight_heros", fightHerosJson);
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// 保存英雄属性数据
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const herosJson = JSON.stringify(this.heros);
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oops.storage.set("heros", herosJson);
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// 保存游戏数据(金币、钻石等)
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const dataJson = JSON.stringify(this.data);
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oops.storage.set("game_data", dataJson);
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console.log("[SMC]: 游戏数据已保存 - 出战英雄:", this.fight_heros, "英雄属性:", this.heros, "游戏数据:", this.data);
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return true;
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} catch (error) {
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console.error("[SMC]: 保存游戏数据失败:", error);
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return false;
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}
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}
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/**
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* 保存英雄数据到本地存储(兼容旧方法名)
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*/
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saveHeroData() {
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return this.saveGameData();
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}
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/**
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* 从本地存储加载游戏数据
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*/
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loadGameData() {
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console.log("[SMC]: 加载游戏数据")
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try {
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let hasAnyData = false;
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// 加载出战英雄数据
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const savedFightHeros = oops.storage.get("fight_heros");
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if (savedFightHeros && savedFightHeros !== "") {
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const fightHerosData = JSON.parse(savedFightHeros);
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this.fight_heros = fightHerosData;
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console.log("[SMC]: 从本地加载出战英雄数据:", fightHerosData);
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hasAnyData = true;
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} else {
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console.log("[SMC]: 未找到本地出战英雄数据,使用默认配置");
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}
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// 加载英雄属性数据
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const savedHeros = oops.storage.get("heros");
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if (savedHeros && savedHeros !== "") {
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const herosData = JSON.parse(savedHeros);
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this.heros = herosData;
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console.log("[SMC]: 从本地加载英雄属性数据:", herosData);
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hasAnyData = true;
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} else {
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console.log("[SMC]: 未找到本地英雄属性数据,使用默认配置");
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}
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// 加载游戏数据
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const savedData = oops.storage.get("game_data");
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if (savedData && savedData !== "") {
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const gameData = JSON.parse(savedData);
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this.data = gameData;
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console.log("[SMC]: 从本地加载游戏数据:", gameData);
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hasAnyData = true;
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} else {
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console.log("[SMC]: 未找到本地游戏数据,使用默认配置");
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}
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// 如果没有任何本地数据,说明是首次启动,初始化并保存默认数据
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if (!hasAnyData) {
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console.log("[SMC]: 首次启动,初始化默认游戏数据");
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this.initDefaultData();
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this.saveGameData();
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return true; // 首次启动也算成功
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}
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return hasAnyData;
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} catch (error) {
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console.error("[SMC]: 加载游戏数据失败:", error);
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return false;
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}
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}
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/**
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* 从本地存储加载英雄数据(兼容旧方法名)
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*/
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loadHeroData() {
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return this.loadGameData();
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}
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/**
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* 设置出战英雄
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* @param position 出战位置 (0-4)
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* @param heroId 英雄ID,0表示移除
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* @param autoSave 是否自动保存 (默认true)
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*/
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setFightHero(position: number, heroId: number, autoSave: boolean = true) {
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if (position < 0 || position > 4) {
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console.warn("[SMC]: 出战位置无效:", position);
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return false;
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}
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this.fight_heros[position] = heroId;
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console.log(`[SMC]: 设置出战位置${position} -> 英雄${heroId}`);
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if (autoSave) {
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this.saveGameData();
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}
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return true;
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}
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/**
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* 获取出战英雄ID
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* @param position 出战位置 (0-4)
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*/
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getFightHero(position: number): number {
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if (position < 0 || position > 4) {
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console.warn("[SMC]: 出战位置无效:", position);
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return 0;
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}
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return this.fight_heros[position] || 0;
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}
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/**
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* 获取当前出战英雄列表(不包含空位)
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*/
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getActiveFightHeros(): number[] {
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const activeHeros: number[] = [];
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for (let i = 0; i < 5; i++) {
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const heroId = this.fight_heros[i];
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if (heroId && heroId > 0) {
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activeHeros.push(heroId);
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}
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}
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return activeHeros;
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}
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/**
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* 设置英雄属性
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* @param heroId 英雄ID
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* @param property 属性名 (如: lv, exp等)
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* @param value 属性值
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* @param autoSave 是否自动保存 (默认true)
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*/
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setHeroProperty(heroId: number, property: string, value: any, autoSave: boolean = true) {
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if (!this.heros[heroId]) {
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this.heros[heroId] = {};
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}
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this.heros[heroId][property] = value;
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console.log(`[SMC]: 设置英雄${heroId}的${property} = ${value}`);
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if (autoSave) {
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this.saveGameData();
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}
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}
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/**
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* 获取英雄属性
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* @param heroId 英雄ID
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* @param property 属性名
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* @param defaultValue 默认值
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*/
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getHeroProperty(heroId: number, property: string, defaultValue: any = null): any {
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if (!this.heros[heroId]) {
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return defaultValue;
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}
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return this.heros[heroId][property] !== undefined ? this.heros[heroId][property] : defaultValue;
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}
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/**
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* 英雄升级
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* @param heroId 英雄ID
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* @param levels 升级级数 (默认1级)
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* @param autoSave 是否自动保存 (默认true)
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*/
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levelUpHero(heroId: number, levels: number = 1, autoSave: boolean = true) {
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const currentLevel = this.getHeroProperty(heroId, "lv", 1);
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const newLevel = currentLevel + levels;
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this.setHeroProperty(heroId, "lv", newLevel, autoSave);
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console.log(`[SMC]: 英雄${heroId}升级: ${currentLevel} -> ${newLevel}`);
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}
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getHasHeroUUID() {
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return Object.keys(this.heros).map(Number)
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}
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/**
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* 获取英雄等级
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* @param heroId 英雄ID
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*/
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getHeroLevel(heroId: number): number {
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return this.getHeroProperty(heroId, "lv", 1);
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}
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/**
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* 清除所有本地存储数据
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*/
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clearAllSaveData() {
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try {
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oops.storage.remove("fight_heros");
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oops.storage.remove("heros");
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oops.storage.remove("game_data");
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console.log("[SMC]: 已清除所有本地存储数据");
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return true;
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} catch (error) {
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console.error("[SMC]: 清除存储数据失败:", error);
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return false;
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}
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}
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/**
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* 重置英雄数据为默认值
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* @param autoSave 是否自动保存 (默认true)
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*/
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resetHeroData(autoSave: boolean = true) {
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// 重置为默认出战英雄
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this.fight_heros = {
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0: 5001,
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1: 5005,
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2: 0,
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3: 0,
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4: 0,
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};
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// 重置为默认英雄属性
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this.heros = {
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5001: {lv: 1},
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5005: {lv: 1},
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5007: {lv: 1},
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};
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console.log("[SMC]: 英雄数据已重置为默认值");
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if (autoSave) {
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this.saveGameData();
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}
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}
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// ==================== 游戏数据管理方法 ====================
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/**
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* 设置游戏数据属性
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* @param property 属性名 (如: score, mission, gold, diamond)
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* @param value 属性值
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* @param autoSave 是否自动保存 (默认true)
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*/
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setGameProperty(property: string, value: any, autoSave: boolean = true) {
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this.data[property] = value;
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this.vmdata.mission_data[property] = value;
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console.log(`[SMC]: 设置游戏数据 ${property} = ${value}`);
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if (autoSave) {
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this.saveGameData();
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}
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}
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addGameProperty(property: string, value: any, autoSave: boolean = true) {
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this.data[property] = this.data[property] + value;
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this.vmdata.mission_data[property] = this.data[property]
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console.log(`[SMC]:增加游戏数据 ${property} = ${value}`);
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if (autoSave) {
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this.saveGameData();
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}
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}
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spendGameProperty(property: string, value: any, autoSave: boolean = true) {
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this.data[property] = this.data[property] - value;
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this.vmdata.mission_data[property] = this.data[property]
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console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}`);
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if (autoSave) {
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this.saveGameData();
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||||
}
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||||
}
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/**
|
||||
* 获取游戏数据属性
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||||
* @param property 属性名
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* @param defaultValue 默认值
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*/
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getGameProperty(property: string, defaultValue: any = null): any {
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return this.data[property] !== undefined ? this.data[property] : defaultValue;
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||||
}
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||||
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||||
|
||||
syncData(){
|
||||
this.vmdata.mission_data.gold=this.getGameProperty("gold", 0)
|
||||
this.vmdata.mission_data.meat=this.getGameProperty("meat", 0)
|
||||
this.vmdata.mission_data.diamond=this.getGameProperty("diamond", 0)
|
||||
this.vmdata.mission_data.mission=this.getGameProperty("mission", 1)
|
||||
this.vmdata.mission_data.score=this.getGameProperty("score", 0)
|
||||
this.vmdata.mission_data.exp=this.getGameProperty("exp", 0)
|
||||
// // 计算章节和关卡等级
|
||||
// const currentMission = this.getGameProperty("mission", 1)
|
||||
// this.vmdata.mission_data.chapter = Math.floor((currentMission - 1) / 10) + 1
|
||||
// this.vmdata.mission_data.level = ((currentMission - 1) % 10) + 1
|
||||
}
|
||||
initReward(){
|
||||
this.vmdata.reward.gold=0
|
||||
this.vmdata.reward.meat=0
|
||||
this.vmdata.reward.diamond=0
|
||||
this.vmdata.reward.score=0
|
||||
this.vmdata.reward.exp=0
|
||||
this.vmdata.reward.gcard=0
|
||||
this.vmdata.reward.bcard=0
|
||||
this.vmdata.reward.pcard=0
|
||||
this.vmdata.reward.ycard=0
|
||||
}
|
||||
/**
|
||||
* 增加金币
|
||||
* @param amount 金币数量
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
*/
|
||||
addGold(amount: number, autoSave: boolean = true) {
|
||||
const currentGold = this.getGameProperty("gold", 0);
|
||||
const newGold = Math.max(0, currentGold + amount);
|
||||
this.setGameProperty("gold", newGold, autoSave);
|
||||
console.log(`[SMC]: 金币变更: ${currentGold} -> ${newGold} (${amount > 0 ? '+' : ''}${amount})`);
|
||||
return newGold;
|
||||
}
|
||||
// ==================== 数据管理方法 ====================
|
||||
|
||||
/**
|
||||
* 消耗金币
|
||||
* @param amount 消耗数量
|
||||
* 同步数据到vmdata
|
||||
*/
|
||||
syncData(){
|
||||
this.vmdata.data = this.data;
|
||||
}
|
||||
/**
|
||||
* 判断是否为微信客户端
|
||||
*/
|
||||
private isWxClient(): boolean {
|
||||
// 检查是否存在微信API
|
||||
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
|
||||
}
|
||||
//调试用
|
||||
syncDataFromLocal(){
|
||||
if(this.isWxClient()) return
|
||||
const loginResult = new Test().load_data_from_local()
|
||||
this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
|
||||
}
|
||||
|
||||
setFightHero(position:number,heroId:number,autoSave:boolean=true){
|
||||
this.fight_heros[position] = heroId;
|
||||
if(autoSave){
|
||||
this.updateFightHeros()
|
||||
}
|
||||
}
|
||||
updateFightHeros(){
|
||||
this.gameDataSyncManager.updateFightHeros(this.fight_heros);
|
||||
}
|
||||
resetFightHeros(){
|
||||
this.gameDataSyncManager.resetFightHeros();
|
||||
}
|
||||
getHasHeroUUID(){
|
||||
let heros=this.heros
|
||||
let heros_uuid=[]
|
||||
for(let key in heros){
|
||||
heros_uuid.push(heros[key].uuid)
|
||||
}
|
||||
return heros_uuid
|
||||
}
|
||||
levelUpHero(heroId:number,exp:number,gold:number){
|
||||
let result=this.gameDataSyncManager.levelUpHero(heroId,exp,gold);
|
||||
if(result){
|
||||
this.heros[heroId].lv++;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// ==================== 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
|
||||
* @param value 增加的值
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
* @returns 操作结果
|
||||
*/
|
||||
async addGameProperty(property: string, value: any, autoSave: boolean = true): Promise<any> {
|
||||
const currentValue = this.data[property] || 0;
|
||||
const newValue = currentValue + value;
|
||||
|
||||
this.data[property] = newValue;
|
||||
this.vmdata.data[property] = newValue;
|
||||
|
||||
console.log(`[SMC]: 增加游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
|
||||
return newValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗游戏数据属性(统一接口)
|
||||
* @param property 属性名
|
||||
* @param value 消耗的值
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
* @returns 是否成功消耗
|
||||
*/
|
||||
spendGold(amount: number, autoSave: boolean = true): boolean {
|
||||
const currentGold = this.getGameProperty("gold", 0);
|
||||
if (currentGold < amount) {
|
||||
console.warn(`[SMC]: 金币不足,当前: ${currentGold}, 需要: ${amount}`);
|
||||
async spendGameProperty(property: string, value: any, autoSave: boolean = true): Promise<boolean> {
|
||||
const currentValue = this.data[property] || 0;
|
||||
if (currentValue < value) {
|
||||
console.warn(`[SMC]: ${property} 不足,当前: ${currentValue}, 需要: ${value}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
this.addGold(-amount, autoSave);
|
||||
const newValue = currentValue - value;
|
||||
this.data[property] = newValue;
|
||||
this.vmdata.data[property] = newValue;
|
||||
console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 增加钻石
|
||||
* @param amount 钻石数量
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
*/
|
||||
addDiamond(amount: number, autoSave: boolean = true) {
|
||||
const currentDiamond = this.getGameProperty("diamond", 0);
|
||||
const newDiamond = Math.max(0, currentDiamond + amount);
|
||||
this.setGameProperty("diamond", newDiamond, autoSave);
|
||||
console.log(`[SMC]: 钻石变更: ${currentDiamond} -> ${newDiamond} (${amount > 0 ? '+' : ''}${amount})`);
|
||||
return newDiamond;
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗钻石
|
||||
* @param amount 消耗数量
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
* @returns 是否成功消耗
|
||||
*/
|
||||
spendDiamond(amount: number, autoSave: boolean = true): boolean {
|
||||
const currentDiamond = this.getGameProperty("diamond", 0);
|
||||
if (currentDiamond < amount) {
|
||||
console.warn(`[SMC]: 钻石不足,当前: ${currentDiamond}, 需要: ${amount}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
this.addDiamond(-amount, autoSave);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 增加关卡进度
|
||||
* @param amount 增加的关卡数 (默认1)
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
*/
|
||||
addMission(amount: number = 1, autoSave: boolean = true) {
|
||||
const currentMission = this.getGameProperty("mission", 1);
|
||||
const newMission = currentMission + amount;
|
||||
this.setGameProperty("mission", newMission, autoSave);
|
||||
console.log(`[SMC]: 关卡进度增加: ${currentMission} -> ${newMission} (+${amount})`);
|
||||
// 计算章节和关卡等级
|
||||
// this.vmdata.mission_data.chapter = Math.floor((newMission - 1) / 10) + 1
|
||||
// this.vmdata.mission_data.level = ((newMission - 1) % 10) + 1
|
||||
return newMission;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 增加分数
|
||||
* @param score 分数
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
*/
|
||||
addScore(score: number, autoSave: boolean = true) {
|
||||
const currentScore = this.getGameProperty("score", 0);
|
||||
const newScore = currentScore + score;
|
||||
this.setGameProperty("score", newScore, autoSave);
|
||||
console.log(`[SMC]: 分数增加: ${currentScore} -> ${newScore} (+${score})`);
|
||||
return newScore;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置游戏数据为默认值
|
||||
* @param autoSave 是否自动保存 (默认true)
|
||||
*/
|
||||
resetGameData(autoSave: boolean = true) {
|
||||
this.data = {
|
||||
score: 888,
|
||||
mission: 1,
|
||||
gold: 100,
|
||||
diamond: 100,
|
||||
};
|
||||
|
||||
console.log("[SMC]: 游戏数据已重置为默认值:", this.data);
|
||||
|
||||
if (autoSave) {
|
||||
this.saveGameData();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查本地存储状态(调试用)
|
||||
*/
|
||||
checkLocalStorage() {
|
||||
const fightHeros = oops.storage.get("fight_heros");
|
||||
const heros = oops.storage.get("heros");
|
||||
const gameData = oops.storage.get("game_data");
|
||||
|
||||
console.log("[SMC]: 本地存储状态检查:");
|
||||
console.log(" - fight_heros:", fightHeros ? "存在" : "不存在", fightHeros);
|
||||
console.log(" - heros:", heros ? "存在" : "不存在", heros);
|
||||
console.log(" - game_data:", gameData ? "存在" : "不存在", gameData);
|
||||
|
||||
return {
|
||||
hasFightHeros: !!fightHeros,
|
||||
hasHeros: !!heros,
|
||||
hasGameData: !!gameData,
|
||||
isFirstTime: !fightHeros && !heros && !gameData
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);
|
||||
Reference in New Issue
Block a user