本地数据存取 完成

This commit is contained in:
2025-08-12 16:58:29 +08:00
parent 5dd354a86b
commit b77f023548
9 changed files with 1376 additions and 43 deletions

View File

@@ -28,19 +28,19 @@
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"__id__": 687
},
"propertyPath": [
"_anchorPoint"
],
"value": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0.5
}
},
{ {
"__type__": "cc.UITransform", "__type__": "cc.UITransform",
"_name": "GameUI<UITransform>", "_name": "GameUI<UITransform>",
@@ -15281,7 +15638,7 @@
}, },
"_enabled": true, "_enabled": true,
"__prefab": { "__prefab": {
"__id__": 667 "__id__": 696
}, },
"_contentSize": { "_contentSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
@@ -15309,7 +15666,7 @@
}, },
"_enabled": true, "_enabled": true,
"__prefab": { "__prefab": {
"__id__": 669 "__id__": 698
}, },
"_alignFlags": 45, "_alignFlags": 45,
"_target": null, "_target": null,
@@ -15345,7 +15702,7 @@
}, },
"_enabled": true, "_enabled": true,
"__prefab": { "__prefab": {
"__id__": 671 "__id__": 700
}, },
"_id": "" "_id": ""
}, },
@@ -15363,6 +15720,11 @@
}, },
"fileId": "6514ysgfJNtIx/ak03+nce", "fileId": "6514ysgfJNtIx/ak03+nce",
"instance": null, "instance": null,
"targetOverrides": [] "targetOverrides": [],
"nestedPrefabInstanceRoots": [
{
"__id__": 666
}
]
} }
] ]

View File

@@ -3,6 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Initialize } from "../initialize/Initialize"; import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap"; import { GameMap } from "../map/GameMap";
import { HeroUI, MissionData, VmInfo } from "./config/Mission"; import { HeroUI, MissionData, VmInfo } from "./config/Mission";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
// import { Role } from "../role/Role"; // import { Role } from "../role/Role";
@@ -19,8 +20,14 @@ export class SingletonModuleComp extends ecs.Comp {
play:false, play:false,
pause:false, pause:false,
in_select:false, in_select:false,
score:888, in_fight:false,
}; };
data:any={
score:0,
mission:1,
gold:100,
diamond:100,
}
fight_heros:any={ fight_heros:any={
0:5001, 0:5001,
1:5005, 1:5005,
@@ -33,6 +40,7 @@ export class SingletonModuleComp extends ecs.Comp {
5005:{lv:1}, 5005:{lv:1},
5007:{lv:1}, 5007:{lv:1},
}; };
monsters:any = []; monsters:any = [];
sk_info:any = [] sk_info:any = []
monsters_dead:any = [] monsters_dead:any = []
@@ -55,6 +63,466 @@ export class SingletonModuleComp extends ecs.Comp {
delete this.vmdata[key]; delete this.vmdata[key];
} }
} }
// ==================== 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}`);
}
/**
* 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();
}
}
/**
* 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;
}
/**
* 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;
}
/**
* 消耗金币
* @param amount 消耗数量
* @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}`);
return false;
}
this.addGold(-amount, autoSave);
return true;
}
/**
* 获取金币数量
*/
getGold(): number {
return this.getGameProperty("gold", 0);
}
/**
* 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;
}
/**
* 获取钻石数量
*/
getDiamond(): number {
return this.getGameProperty("diamond", 0);
}
/**
* 设置关卡进度
* @param mission 关卡号
* @param autoSave 是否自动保存 (默认true)
*/
setMission(mission: number, autoSave: boolean = true) {
const currentMission = this.getGameProperty("mission", 1);
if (mission > currentMission) {
this.setGameProperty("mission", mission, autoSave);
console.log(`[SMC]: 关卡进度更新: ${currentMission} -> ${mission}`);
}
}
/**
* 获取当前关卡进度
*/
getMission(): number {
return this.getGameProperty("mission", 1);
}
/**
* 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;
}
/**
* 获取当前分数
*/
getScore(): number {
return this.getGameProperty("score", 0);
}
/**
* 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); export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);

View File

@@ -90,7 +90,9 @@ export enum FightSet {
export const MissionData = { export const MissionData = {
gold:1000,//金币 gold:1000,//金币
score:0,//分数 score:0,//分数
diamond:0,//钻石
current_wave:1, current_wave:1,
mission:1,//关卡
mon_num:0,//怪物数量 mon_num:0,//怪物数量
wave_time_num:0,//波次时间 wave_time_num:0,//波次时间
in_fight:false, in_fight:false,

View File

@@ -11,6 +11,7 @@ import { AsyncQueue, NextFunction } from "../../../../extensions/oops-plugin-fra
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { UIID } from "../common/config/GameUIConfig"; import { UIID } from "../common/config/GameUIConfig";
import { LoadingViewComp } from "./view/LoadingViewComp"; import { LoadingViewComp } from "./view/LoadingViewComp";
import { smc } from "../common/SingletonModuleComp";
// import {data} from "../data/data"; // import {data} from "../data/data";
@@ -46,10 +47,13 @@ export class Initialize extends ecs.Entity {
private loadCustom(queue: AsyncQueue) { private loadCustom(queue: AsyncQueue) {
queue.push(async (next: NextFunction, params: any, args: any) => { queue.push(async (next: NextFunction, params: any, args: any) => {
// 加载多语言对应字体 // 加载多语言对应字体
oops.res.load("language/font/" + oops.language.current, next); oops.res.load("language/font/" + oops.language.current, () => {
// 加载本地英雄数据
this.loadHeroDataFromLocal();
next();
});
//加载精灵配置表 //加载精灵配置表
// oops.res.load("config/game/heros", next); // oops.res.load("config/game/heros", next);
}); });
} }
@@ -80,6 +84,40 @@ export class Initialize extends ecs.Entity {
}); });
} }
/**
* 从本地存储加载游戏数据
*/
private loadHeroDataFromLocal() {
// 检查本地存储状态
const storageStatus = smc.checkLocalStorage();
if (storageStatus.isFirstTime) {
console.log("[Initialize]: 检测到首次启动游戏");
}
// 使用SingletonModuleComp的加载方法
// loadGameData方法已经包含了首次启动的处理逻辑
const success = smc.loadGameData();
if (success) {
console.log("[Initialize]: 游戏数据加载完成");
} else {
console.log("[Initialize]: 游戏数据加载失败,使用默认配置");
// 如果加载失败,初始化默认数据并保存
smc.initDefaultData();
smc.saveGameData();
}
// 再次检查存储状态,确认数据已保存
if (storageStatus.isFirstTime) {
const newStatus = smc.checkLocalStorage();
if (newStatus.hasFightHeros && newStatus.hasHeros && newStatus.hasGameData) {
console.log("[Initialize]: 首次启动数据保存成功");
} else {
console.warn("[Initialize]: 首次启动数据保存可能失败");
}
}
}
/** 加载完成进入游戏内容加载界面 */ /** 加载完成进入游戏内容加载界面 */
private onComplete(queue: AsyncQueue) { private onComplete(queue: AsyncQueue) {
queue.complete = () => { queue.complete = () => {

View File

@@ -34,9 +34,8 @@ export class MissionComp extends CCComp {
if(!smc.mission.play||smc.mission.pause){ if(!smc.mission.play||smc.mission.pause){
return return
} }
if(smc.vmdata.mission_data.in_fight){ if(smc.mission.in_fight){
smc.vmdata.mission_data.fight_time+=dt smc.vmdata.mission_data.fight_time+=dt
} }
} }
//奖励发放 //奖励发放
@@ -58,7 +57,7 @@ export class MissionComp extends CCComp {
} }
do_mon_dead_thing(){ do_mon_dead_thing(){
smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold smc.addGold(1)
} }
do_ad(){ do_ad(){
@@ -96,7 +95,7 @@ export class MissionComp extends CCComp {
to_fight(){ to_fight(){
console.log("[MissionComp] ** 3 ** to_fight") console.log("[MissionComp] ** 3 ** to_fight")
smc.vmdata.mission_data.in_fight=true smc.mission.in_fight=true
oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪 oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
} }

View File

@@ -29,9 +29,16 @@ export class MissionHomeComp extends CCComp {
this.home_active() this.home_active()
} }
home_active(){ home_active(){
this.uodate_data()
this.node.active=true this.node.active=true
oops.message.dispatchEvent(GameEvent.UpdateHero, {}) oops.message.dispatchEvent(GameEvent.UpdateHero, {})
} }
uodate_data(){
smc.vmdata.mission_data.mission=smc.data.mission
smc.vmdata.mission_data.score=smc.data.score
smc.vmdata.mission_data.gold=smc.data.gold
smc.vmdata.mission_data.diamond=smc.data.diamond
}

View File

@@ -101,7 +101,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
this.isPausing = false; this.isPausing = false;
this.spawnTimer = 0; this.spawnTimer = 0;
const currentStage = smc.vmdata.mission_data.current_wave; const currentStage = smc.data.mission;
// 使用新的肉鸽关卡配置 // 使用新的肉鸽关卡配置
const stageType = getStageType(currentStage); const stageType = getStageType(currentStage);
const monsterConfigs = getStageMonsterConfigs(currentStage); const monsterConfigs = getStageMonsterConfigs(currentStage);

View File

@@ -26,8 +26,7 @@ export class VictoryComp extends CCComp {
this.hide() this.hide()
} }
fight_end(e:any,val:any){ fight_end(e:any,val:any){
this.node.getChildByName("score").getComponent(Label).string=smc.mission.score.toString()
this.node.getChildByName("score_add").getComponent(Label).string=smc.vmdata.mission_data.score.toString()
this.open() this.open()
} }
victory_end(){ victory_end(){