refactor(common): 重构游戏数据同步与单例模块代码

- 移除 GameDataSyncManager 类及相关依赖,简化数据同步管理逻辑
- 在 SingletonModuleComp 中集成数据管理功能,使用本地数组替代字典结构存储英雄数据
- 优化本地与云端数据同步方法,适配云函数接口改动
- 修改英雄判断逻辑,支持基于数组的查询方式
- 修正金币数据的增减接口,增加异步云调用与本地更新的统一处理
- 删除冗余注释及无用代码,提升代码可读性和维护性
- 调整数据结构定义和类型声明,保障类型安全与代码健壮性
This commit is contained in:
2025-10-19 18:05:45 +08:00
parent 3f6b94af0e
commit cfb6819bc7
17 changed files with 232 additions and 5474 deletions

View File

@@ -1,84 +1,9 @@
// 云函数返回类型定义
export type CloudReturnType<T = any> = {
code: number, // 200成功,其他都是失败
msg?: string, // 消息信息
data?: T, // 返回数据
timestamp?: number, // 时间戳
version?: string, // 数据版本
execution_time?: number // 执行时间(ms)
code: number,// 200成功
msg?:string,
data?:T
}
// 用户信息类型
export type UserInfo = {
user_id: string,
openid: string,
regist_time: number,
init_time?: number,
data_version?: string,
last_save_time?: number
}
// 完整用户数据类型
export type UserGameData = UserInfo & {
data: GameData,
fight_heros: FightHeros,
heros: Heros,
items: Items,
tals: Tals,
equips: Equips
}
// 基础游戏数据类型
export type GameData = {
score: number,
mission: number,
gold: number,
diamond: number,
meat: number,
exp: number,
}
// 出战英雄类型
export type FightHeros = {
[position: number]: number // 位置 -> 英雄ID
}
// 英雄数据类型
export type HeroData = {
uuid: number,
lv: number,
exp?: number,
star?: number,
power?: number
}
export type Heros = {
[heroId: number]: HeroData
}
// 库存类型
export type Items = {
[itemId: number]: number
}
export type Tals = {
[talId: number]: number
}
export type Equips = {
[equipId: number]: number
}
// 版本兼容性检查结果
export type VersionCompatibility = {
compatible: boolean,
needsUpgrade: boolean,
message: string
}
// 库存类型枚举
export type InventoryType = 'items' | 'tals' | 'equips'
export class WxCloudApi{
/**
* @en init the cloud
@@ -91,14 +16,30 @@ export class WxCloudApi{
});
}
// ==================== 认证相关接口 ====================
/**
* @en Login to the cloud
* @zh 用户登录,获取完整的用户和游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>>
* @zh 登录云
* @return 返回结果
* 参考:
* result.result = {
* code: number, // 200成功其他都是失败
* msg: string, // 如果失败,这里是失败原因等信息
* data: { // 成功才有
* openid: string, // 用户微信平台openid
* regist_time: number, // 时间戳,用户注册时间
* game_data: object, // 开发者自己保存的数据
* }
* }
* 如果这个泛型令你报错一般是因为你删了wx.api.d.ts导致请使用以下签名
* login():Promise<{result: CloudReturnType<{openid: string, regist_time: number, game_data: object}>}>
* 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可)
* login():Promise<any>
*/
public static async login(): Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>> {
public static async login(): Promise<CloudCallFunctionResult<CloudReturnType<{
openid:string,
regist_time:number,
game_data:any
}>>>{
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
@@ -108,486 +49,29 @@ export class WxCloudApi{
}
/**
* @en Get user basic info
* @zh 获取用户基本信息(不包含游戏数据)
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserInfo>>>
*/
public static async getUserInfo(): Promise<CloudCallFunctionResult<CloudReturnType<UserInfo>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "user_info"
}
});
}
/**
* @en Check data version compatibility
* @zh 检查数据版本兼容性
* @return Promise<CloudCallFunctionResult<CloudReturnType<{user_version: string, current_version: string, compatibility: VersionCompatibility}>>>
*/
public static async checkVersion(): Promise<CloudCallFunctionResult<CloudReturnType<{
user_version: string,
current_version: string,
compatibility: VersionCompatibility,
init_time: number,
regist_time: number,
last_save_time: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "version"
}
});
}
/**
* @en Force upgrade user data
* @zh 强制升级用户数据结构
* @return Promise<CloudCallFunctionResult<CloudReturnType<{old_version: string, new_version: string, upgrade_time: number} & UserGameData>>>
*/
public static async upgradeUserData(): Promise<CloudCallFunctionResult<CloudReturnType<{
old_version: string,
new_version: string,
upgrade_time: number
} & UserGameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "upgrade"
}
});
}
// ==================== 基础游戏数据接口 ====================
/**
* @en Get game data
* @zh 获取基础游戏数据(金币、钻石、经验等)
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async getGameData(): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_get"
}
});
}
/**
* @en Update game data
* @zh 批量更新基础游戏数据
* @param data 要更新的数据
* @param merge 是否合并更新默认true
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async updateGameData(data: Partial<GameData>, merge: boolean = true): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_update",
data: data,
merge: merge
}
});
}
/**
* @en Add to game data field
* @zh 增加指定字段的数值
* @param field 字段名
* @param amount 增加的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: number, new_value: number, change: number}>>>
*/
public static async addGameDataField(field:string, amount: number): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string,
old_value: number,
new_value: number,
change: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_add",
field: field,
amount: amount
}
});
}
/**
* @en Spend game data field
* @zh 消耗指定字段的数值(会检查是否足够)
* @param field 字段名
* @param amount 消耗的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: number, new_value: number, change: number}>>>
*/
public static async spendGameDataField(field:string|Record<string, number>, amount: number): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string|Record<string, number>,
old_value: number,
new_value: number,
change: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_spend",
field: field,
amount: amount
}
});
}
/**
* @en Set game data field
* @zh 直接设置某个字段的值
* @param field 字段名
* @param value 新的值
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: any, new_value: any}>>>
*/
public static async setGameDataField(field: keyof GameData, value: any): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string,
old_value: any,
new_value: any
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_set",
field: field,
value: value
}
});
}
/**
* @en Reset game data
* @zh 重置基础游戏数据为默认值
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async resetGameData(): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_reset"
}
});
}
// 便捷方法:金币操作
/**
* @en Add gold
* @zh 增加金币
* @param amount 金币数量
*/
public static async addGold(amount: number) {
return await this.addGameDataField('gold', amount);
}
/**
* @en Spend gold
* @zh 消耗金币
* @param amount 金币数量
*/
public static async spendGold(amount: number) {
return await this.spendGameDataField('gold', amount);
}
// 便捷方法:钻石操作
/**
* @en Add diamond
* @zh 增加钻石
* @param amount 钻石数量
*/
public static async addDiamond(amount: number) {
return await this.addGameDataField('diamond', amount);
}
/**
* @en Spend diamond
* @zh 消耗钻石
* @param amount 钻石数量
*/
public static async spendDiamond(amount: number) {
return await this.spendGameDataField('diamond', amount);
}
// ==================== 出战英雄接口 ====================
/**
* @en Get fight heros
* @zh 获取出战英雄配置
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async getFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_get"
}
});
}
/**
* @en Set fight hero
* @zh 设置指定位置的出战英雄
* @param position 出战位置 (0-4)
* @param heroId 英雄ID0表示移除
* @return Promise<CloudCallFunctionResult<CloudReturnType<{position: number, old_hero_id: number, new_hero_id: number}>>>
*/
public static async setFightHero(position: number, heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<{
position: number,
old_hero_id: number,
new_hero_id: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_hero_set",
position: position,
hero_id: heroId
}
});
}
/**
* @en Update fight heros
* @zh 批量更新出战英雄配置
* @param fightHeros 出战英雄配置对象
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async updateFightHeros(fightHeros: Partial<FightHeros>): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_update",
fight_heros: fightHeros
}
});
}
/**
* @en Get active fight heros
* @zh 获取当前出战的英雄列表(不包含空位)
* @return Promise<CloudCallFunctionResult<CloudReturnType<{active_heros: Array<{position: number, hero_id: number, hero_data: HeroData}>, total_count: number}>>>
*/
public static async getActiveFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<{
active_heros: Array<{
position: number,
hero_id: number,
hero_data: HeroData
}>,
total_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_active"
}
});
}
/**
* @en Swap fight heros
* @zh 交换两个出战位置的英雄
* @param position1 位置1 (0-4)
* @param position2 位置2 (0-4)
* @return Promise<CloudCallFunctionResult<CloudReturnType<{position1: number, position2: number, hero1_moved_to: number, hero2_moved_to: number}>>>
*/
public static async swapFightHeros(position1: number, position2: number): Promise<CloudCallFunctionResult<CloudReturnType<{
position1: number,
position2: number,
hero1_moved_to: number,
hero2_moved_to: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_swap",
position1: position1,
position2: position2
}
});
}
/**
* @en Reset fight heros
* @zh 重置出战英雄配置为默认值
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async resetFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_reset"
}
});
}
// ==================== 英雄管理接口 ====================
/**
* @en Get all heros
* @zh 获取用户拥有的所有英雄数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<Heros>>>
*/
public static async getHeros(): Promise<CloudCallFunctionResult<CloudReturnType<Heros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "heros_get"
}
});
}
/**
* @en Get single hero
* @zh 获取指定英雄的详细数据
* @param heroId 英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async getHero(heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_get",
hero_id: heroId
}
});
}
/**
* @en Add new hero
* @zh 添加新英雄到用户库存
* @param heroId 英雄ID
* @param heroData 英雄数据(可选)
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async addHero(heroId: number, heroData?: Partial<HeroData>): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_add",
hero_id: heroId,
hero_data: heroData
}
});
}
/**
* @en Update hero
* @zh 批量更新英雄的多个属性
* @param heroId 英雄ID
* @param updateData 要更新的属性
* @return Promise<CloudCallFunctionResult<CloudReturnType<{old_data: HeroData, new_data: HeroData}>>>
*/
public static async updateHero(heroId: number, updateData: Partial<HeroData>): Promise<CloudCallFunctionResult<CloudReturnType<{
old_data: HeroData,
new_data: HeroData
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_update",
hero_id: heroId,
update_data: updateData
}
});
}
/**
* @en Set hero property
* @zh 设置英雄的单个属性值
* @param heroId 英雄ID
* @param property 属性名
* @param value 属性值
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_id: number, property: string, old_value: any, new_value: any}>>>
*/
public static async setHeroProperty(heroId: number, property: keyof HeroData, value: any): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_id: number,
property: string,
old_value: any,
new_value: any
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_property_set",
hero_id: heroId,
property: property,
value: value
}
});
}
/**
* @en Level up hero
* @zh 英雄升级指定级数
* @param heroId 英雄ID
* @param levels 升级级数默认1级
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_id: number, property: string, old_value: number, new_value: number}>>>
*/
public static async levelUpHero(heroId: number,levels: number = 1): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_id: number,
property: string,
old_value: number,
new_value: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_levelup",
hero_id: heroId,
levels: levels
}
});
}
/**
* @en Delete hero
* @zh 删除指定英雄(会检查是否在出战阵容中)
* @param heroId 英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async deleteHero(heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_delete",
hero_id: heroId
}
});
}
/**
* @en Get owned hero IDs
* @zh 获取用户拥有的所有英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_ids: number[], total_count: number}>>>
*/
public static async getOwnedHeroIds(): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_ids: number[],
total_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "heros_owned"
}
});
}
// ==================== 兼容旧接口 ====================
/**
* @en Save game data to the cloud (Legacy)
* @zh 把客户端数据写入云,此为全覆盖写入,请自行管理完整数据(兼容旧接口)
* @param gameData 游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<{results: any[]}>>>
* @en Save game data to the cloud
* @zh 把客户端数据写入云,此为全覆盖写入,请自行管理完整数据
* @return 返回结果
* 参考:
* result.result = {
* code: number, // 200成功其他都是失败
* msg: string, // 如果失败,这里是失败原因等信息
* data: {
* errMsg: "document.update:ok", // 数据库返回结果
* stats: {
* updated: number, // 更新了几条数据正常是1
* }
* }
* 如果这个泛型令你报错一般是因为你删了wx.api.d.ts导致请使用以下签名
* save(gameData: any): Promise<{resoult:CloudReturnType}>
* 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可)
* login():Promise<any>
*/
public static async save(gameData: any): Promise<CloudCallFunctionResult<CloudReturnType<{
results: any[]
errMsg: string,
status:{
updated: number
}
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
@@ -597,284 +81,4 @@ export class WxCloudApi{
}
});
}
// ==================== 库存管理接口 (items, tals, equips) ====================
/**
* @en Get inventory
* @zh 获取指定类型的所有库存数据
* @param type 库存类型 ('items', 'tals', 'equips')
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async getInventory(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_get",
type: type
}
});
}
/**
* @en Get inventory item
* @zh 获取指定物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, count: number}>>>
*/
public static async getInventoryItem(type: InventoryType, itemId: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_get",
type: type,
item_id: itemId
}
});
}
/**
* @en Add inventory item
* @zh 增加指定物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @param count 添加数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number, added: number}>>>
*/
public static async addInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number,
added: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_add",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Consume inventory item
* @zh 消耗指定数量的物品(会检查是否足够)
* @param type 库存类型
* @param itemId 物品ID
* @param count 消耗数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number, added: number}>>>
*/
public static async consumeInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number,
added: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_consume",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Set inventory item
* @zh 直接设置物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @param count 新的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number}>>>
*/
public static async setInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_set",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Update inventory
* @zh 批量更新多个物品的数量
* @param type 库存类型
* @param data 更新数据对象
* @param merge 是否合并更新默认true
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async updateInventory(type: InventoryType, data: Partial<Items | Tals | Equips>, merge: boolean = true): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_update",
type: type,
data: data,
merge: merge
}
});
}
/**
* @en Reset inventory
* @zh 重置指定类型的库存为默认值
* @param type 库存类型
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async resetInventory(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_reset",
type: type
}
});
}
/**
* @en Get owned items
* @zh 获取数量大于0的物品列表
* @param type 库存类型
* @return Promise<CloudCallFunctionResult<CloudReturnType<{owned_items: Array<{item_id: number, count: number}>, total_types: number}>>>
*/
public static async getOwnedItems(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<{
owned_items: Array<{
item_id: number,
count: number
}>,
total_types: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_owned",
type: type
}
});
}
// ==================== 便捷方法:道具操作 ====================
/**
* @en Get items
* @zh 获取所有道具数据
*/
public static async getItems() {
return await this.getInventory('items');
}
/**
* @en Add item
* @zh 添加道具
* @param itemId 道具ID
* @param count 数量
*/
public static async addItem(itemId: number, count: number) {
return await this.addInventoryItem('items', itemId, count);
}
/**
* @en Consume item
* @zh 消耗道具
* @param itemId 道具ID
* @param count 数量
*/
public static async consumeItem(itemId: number, count: number) {
return await this.consumeInventoryItem('items', itemId, count);
}
// ==================== 便捷方法:天赋操作 ====================
/**
* @en Get talents
* @zh 获取所有天赋数据
*/
public static async getTalents() {
return await this.getInventory('tals');
}
/**
* @en Add talent
* @zh 添加天赋点
* @param talId 天赋ID
* @param count 数量
*/
public static async addTalent(talId: number, count: number) {
return await this.addInventoryItem('tals', talId, count);
}
/**
* @en Consume talent
* @zh 消耗天赋点
* @param talId 天赋ID
* @param count 数量
*/
public static async consumeTalent(talId: number, count: number) {
return await this.consumeInventoryItem('tals', talId, count);
}
// ==================== 便捷方法:装备操作 ====================
/**
* @en Get equipments
* @zh 获取所有装备数据
*/
public static async getEquipments() {
return await this.getInventory('equips');
}
/**
* @en Add equipment
* @zh 添加装备
* @param equipId 装备ID
* @param count 数量
*/
public static async addEquipment(equipId: number, count: number) {
return await this.addInventoryItem('equips', equipId, count);
}
/**
* @en Consume equipment
* @zh 消耗装备
* @param equipId 装备ID
* @param count 数量
*/
public static async consumeEquipment(equipId: number, count: number) {
return await this.consumeInventoryItem('equips', equipId, count);
}
// ==================== 其他便捷方法 ====================
/**
* @en Load game data (Legacy compatible)
* @zh 加载游戏数据(兼容旧接口)
*/
public static async load() {
return await this.login();
}
/**
* @en Get all game data at once
* @zh 一次性获取所有游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>>
*/
public static async getAllGameData(): Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>> {
return await this.login();
}
}