云环境和本地调试 添加

This commit is contained in:
2025-08-18 17:00:40 +08:00
parent addc61e2a9
commit a824d9a124
155 changed files with 6531 additions and 997 deletions

View File

@@ -4,6 +4,10 @@ import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { HeroUI, VmInfo } from "./config/Mission";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { gameDataSyncManager } from "./GameDataSyncManager";
import { GameSet } from "./config/BoxSet";
import { Test } from "./Test";
// import { Role } from "../role/Role";
@@ -15,6 +19,8 @@ export class SingletonModuleComp extends ecs.Comp {
initialize: Initialize = null!;
/** 游戏地图 */
map: GameMap = null!;
/** 游戏数据同步管理器 */
private gameDataSyncManager = gameDataSyncManager;
mission:any={
status:0, //0:未开始 1:进行中 2:胜利 3:失败
play:false,
@@ -37,21 +43,19 @@ export class SingletonModuleComp extends ecs.Comp {
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
}
fight_heros:any={
0:5001,
1:5005,
2:0,
3:0,
4:0,
}
fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
heros:any = {
5001:{uuid:5001,lv:1},
5005:{uuid:5005,lv:1},
5007:{uuid:5007,lv:1},
};
itmes:any={
}
tals:any={
}
equips:any={
}
monsters:any = [];
sk_info:any = []
monsters_dead:any = []
@@ -60,32 +64,46 @@ export class SingletonModuleComp extends ecs.Comp {
vmdata: any = {
game_over:false,
game_pause:false,
data:{
score:0,
mission:1,
gold:100, //升级主要资源
diamond:100, //商店购买 及 双倍奖励资源
meat:0,
exp:0, //升级经验
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
},
mission_data:{
gold:1000,//金币
exp:0,//经验
score:0,//分数
diamond:0,//钻石
mission:1,//关卡
chapter:1,//章节
level:1,//关卡等级
max_mission:4,//最大关卡
meat:0,//肉
mon_num:0,//怪物数量
hero_num:0,//英雄数量
wave_time_num:0,//波次时间
in_fight:false,
fight_time:0,//战斗时间
level:1,//关卡等级
max_mission:4,//最大关卡
},
reward:{
gold:0,
meat:0,
diamond:0,
score:0,
exp:0,
gcard:0,
bcard:0,
pcard:0,
ycard:0,
mission:0,
gold:0, //升级主要资源
diamond:0, //商店购买 及 双倍奖励资源
meat:0,
exp:0, //升级经验
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
}
};
vmAdd() {
@@ -97,483 +115,97 @@ export class SingletonModuleComp extends ecs.Comp {
}
}
// ==================== 本地存储管理方法 ====================
/**
* 初始化默认游戏数据
*/
initDefaultData() {
// 确保出战英雄有默认值
if (!this.fight_heros || Object.keys(this.fight_heros).length === 0) {
this.fight_heros = {
0: 5001,
1: 5005,
2: 0,
3: 0,
4: 0,
};
}
// 确保英雄属性有默认值
if (!this.heros || Object.keys(this.heros).length === 0) {
this.heros = {
5001: {lv: 1},
5005: {lv: 1},
5007: {lv: 1},
};
}
// 确保游戏数据有默认值
if (!this.data || Object.keys(this.data).length === 0) {
this.data = {
score: 888,
mission: 1,
gold: 100,
diamond: 100,
};
}
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);
}
/**
* 保存游戏数据到本地存储
*/
saveGameData() {
try {
// 保存出战英雄数据
const fightHerosJson = JSON.stringify(this.fight_heros);
oops.storage.set("fight_heros", fightHerosJson);
// 保存英雄属性数据
const herosJson = JSON.stringify(this.heros);
oops.storage.set("heros", herosJson);
// 保存游戏数据(金币、钻石等)
const dataJson = JSON.stringify(this.data);
oops.storage.set("game_data", dataJson);
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);
return true;
} catch (error) {
console.error("[SMC]: 保存游戏数据失败:", error);
return false;
}
}
/**
* 保存英雄数据到本地存储(兼容旧方法名)
*/
saveHeroData() {
return this.saveGameData();
}
/**
* 从本地存储加载游戏数据
*/
loadGameData() {
console.log("[SMC]: 加载游戏数据")
try {
let hasAnyData = false;
// 加载出战英雄数据
const savedFightHeros = oops.storage.get("fight_heros");
if (savedFightHeros && savedFightHeros !== "") {
const fightHerosData = JSON.parse(savedFightHeros);
this.fight_heros = fightHerosData;
console.log("[SMC]: 从本地加载出战英雄数据:", fightHerosData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地出战英雄数据,使用默认配置");
}
// 加载英雄属性数据
const savedHeros = oops.storage.get("heros");
if (savedHeros && savedHeros !== "") {
const herosData = JSON.parse(savedHeros);
this.heros = herosData;
console.log("[SMC]: 从本地加载英雄属性数据:", herosData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地英雄属性数据,使用默认配置");
}
// 加载游戏数据
const savedData = oops.storage.get("game_data");
if (savedData && savedData !== "") {
const gameData = JSON.parse(savedData);
this.data = gameData;
console.log("[SMC]: 从本地加载游戏数据:", gameData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地游戏数据,使用默认配置");
}
// 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
if (!hasAnyData) {
console.log("[SMC]: 首次启动,初始化默认游戏数据");
this.initDefaultData();
this.saveGameData();
return true; // 首次启动也算成功
}
return hasAnyData;
} catch (error) {
console.error("[SMC]: 加载游戏数据失败:", error);
return false;
}
}
/**
* 从本地存储加载英雄数据(兼容旧方法名)
*/
loadHeroData() {
return this.loadGameData();
}
/**
* 设置出战英雄
* @param position 出战位置 (0-4)
* @param heroId 英雄ID0表示移除
* @param autoSave 是否自动保存 (默认true)
*/
setFightHero(position: number, heroId: number, autoSave: boolean = true) {
if (position < 0 || position > 4) {
console.warn("[SMC]: 出战位置无效:", position);
return false;
}
this.fight_heros[position] = heroId;
console.log(`[SMC]: 设置出战位置${position} -> 英雄${heroId}`);
if (autoSave) {
this.saveGameData();
}
return true;
}
/**
* 获取出战英雄ID
* @param position 出战位置 (0-4)
*/
getFightHero(position: number): number {
if (position < 0 || position > 4) {
console.warn("[SMC]: 出战位置无效:", position);
return 0;
}
return this.fight_heros[position] || 0;
}
/**
* 获取当前出战英雄列表(不包含空位)
*/
getActiveFightHeros(): number[] {
const activeHeros: number[] = [];
for (let i = 0; i < 5; i++) {
const heroId = this.fight_heros[i];
if (heroId && heroId > 0) {
activeHeros.push(heroId);
}
}
return activeHeros;
}
/**
* 设置英雄属性
* @param heroId 英雄ID
* @param property 属性名 (如: lv, exp等)
* @param value 属性值
* @param autoSave 是否自动保存 (默认true)
*/
setHeroProperty(heroId: number, property: string, value: any, autoSave: boolean = true) {
if (!this.heros[heroId]) {
this.heros[heroId] = {};
}
this.heros[heroId][property] = value;
console.log(`[SMC]: 设置英雄${heroId}${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
/**
* 获取英雄属性
* @param heroId 英雄ID
* @param property 属性名
* @param defaultValue 默认值
*/
getHeroProperty(heroId: number, property: string, defaultValue: any = null): any {
if (!this.heros[heroId]) {
return defaultValue;
}
return this.heros[heroId][property] !== undefined ? this.heros[heroId][property] : defaultValue;
}
/**
* 英雄升级
* @param heroId 英雄ID
* @param levels 升级级数 (默认1级)
* @param autoSave 是否自动保存 (默认true)
*/
levelUpHero(heroId: number, levels: number = 1, autoSave: boolean = true) {
const currentLevel = this.getHeroProperty(heroId, "lv", 1);
const newLevel = currentLevel + levels;
this.setHeroProperty(heroId, "lv", newLevel, autoSave);
console.log(`[SMC]: 英雄${heroId}升级: ${currentLevel} -> ${newLevel}`);
}
getHasHeroUUID() {
return Object.keys(this.heros).map(Number)
}
/**
* 获取英雄等级
* @param heroId 英雄ID
*/
getHeroLevel(heroId: number): number {
return this.getHeroProperty(heroId, "lv", 1);
}
/**
* 清除所有本地存储数据
*/
clearAllSaveData() {
try {
oops.storage.remove("fight_heros");
oops.storage.remove("heros");
oops.storage.remove("game_data");
console.log("[SMC]: 已清除所有本地存储数据");
return true;
} catch (error) {
console.error("[SMC]: 清除存储数据失败:", error);
return false;
}
}
/**
* 重置英雄数据为默认值
* @param autoSave 是否自动保存 (默认true)
*/
resetHeroData(autoSave: boolean = true) {
// 重置为默认出战英雄
this.fight_heros = {
0: 5001,
1: 5005,
2: 0,
3: 0,
4: 0,
};
// 重置为默认英雄属性
this.heros = {
5001: {lv: 1},
5005: {lv: 1},
5007: {lv: 1},
};
console.log("[SMC]: 英雄数据已重置为默认值");
if (autoSave) {
this.saveGameData();
}
}
// ==================== 游戏数据管理方法 ====================
/**
* 设置游戏数据属性
* @param property 属性名 (如: score, mission, gold, diamond)
* @param value 属性值
* @param autoSave 是否自动保存 (默认true)
*/
setGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = value;
this.vmdata.mission_data[property] = value;
console.log(`[SMC]: 设置游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
addGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = this.data[property] + value;
this.vmdata.mission_data[property] = this.data[property]
console.log(`[SMC]:增加游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
spendGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = this.data[property] - value;
this.vmdata.mission_data[property] = this.data[property]
console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
/**
* 获取游戏数据属性
* @param property 属性名
* @param defaultValue 默认值
*/
getGameProperty(property: string, defaultValue: any = null): any {
return this.data[property] !== undefined ? this.data[property] : defaultValue;
}
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);