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38 Commits
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| 18248fdcd7 | |||
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| db79fbf9e0 |
4
.gitignore
vendored
4
.gitignore
vendored
@@ -19,4 +19,6 @@ native
|
||||
#//////////////////////////
|
||||
# WebStorm
|
||||
#//////////////////////////
|
||||
.idea/
|
||||
.idea/
|
||||
extensions/
|
||||
extensions/oops-plugin-framework
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||||
|
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@@ -18,22 +18,19 @@
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@@ -42,9 +39,6 @@
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@@ -53,212 +47,9 @@
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@@ -266,10 +57,10 @@
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@@ -285,14 +76,14 @@
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@@ -306,7 +97,9 @@
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@@ -339,14 +136,14 @@
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1952
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Normal file
File diff suppressed because it is too large
Load Diff
13
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800
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1170
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1170
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Normal file
File diff suppressed because it is too large
Load Diff
13
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949
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Normal file
949
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13
assets/resources/gui/element/guide_hand.prefab.meta
Normal file
13
assets/resources/gui/element/guide_hand.prefab.meta
Normal file
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1357
assets/resources/gui/element/guide_step.prefab
Normal file
1357
assets/resources/gui/element/guide_step.prefab
Normal file
File diff suppressed because it is too large
Load Diff
13
assets/resources/gui/element/guide_step.prefab.meta
Normal file
13
assets/resources/gui/element/guide_step.prefab.meta
Normal file
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1721
assets/resources/gui/element/heroUi.prefab
Normal file
1721
assets/resources/gui/element/heroUi.prefab
Normal file
File diff suppressed because it is too large
Load Diff
13
assets/resources/gui/element/heroUi.prefab.meta
Normal file
13
assets/resources/gui/element/heroUi.prefab.meta
Normal file
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{
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3950
assets/resources/gui/element/item_info.prefab
Normal file
3950
assets/resources/gui/element/item_info.prefab
Normal file
File diff suppressed because it is too large
Load Diff
13
assets/resources/gui/element/item_info.prefab.meta
Normal file
13
assets/resources/gui/element/item_info.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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2909
assets/resources/gui/element/list1.prefab
Normal file
2909
assets/resources/gui/element/list1.prefab
Normal file
File diff suppressed because it is too large
Load Diff
13
assets/resources/gui/element/list1.prefab.meta
Normal file
13
assets/resources/gui/element/list1.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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@@ -1191,7 +1191,7 @@
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@@ -1645,7 +1645,7 @@
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"watchPath": "data.mission_data.mission",
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"watchPath": "data.data.mission",
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File diff suppressed because it is too large
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<string>{{1,206},{77,65}}</string>
|
||||
<string>{{1,233},{44,52}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>1005.png</key>
|
||||
<dict>
|
||||
@@ -81,13 +81,13 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,61}</string>
|
||||
<string>{45,49}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{289,218},{77,61}}</string>
|
||||
<string>{{64,1},{45,49}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1006.png</key>
|
||||
<dict>
|
||||
@@ -98,15 +98,15 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,63}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{277,74},{77,63}}</string>
|
||||
<string>{{54,296},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1007.Png</key>
|
||||
<key>1007.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
@@ -115,15 +115,15 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,71}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,133},{77,71}}</string>
|
||||
<string>{{1,330},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1008.Png</key>
|
||||
<key>1008.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
@@ -132,11 +132,11 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,71}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{286,1},{71,71}}</string>
|
||||
<string>{{54,345},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
@@ -147,15 +147,15 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<string>{51,43}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{208,217},{54,60}}</string>
|
||||
<string>{{54,443},{51,43}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1010.png</key>
|
||||
<dict>
|
||||
@@ -164,13 +164,30 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-2}</string>
|
||||
<string>{0,-1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{62,54}</string>
|
||||
<string>{42,56}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{64,64}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{438,1},{62,54}}</string>
|
||||
<string>{{1,51},{42,56}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>1011.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{46,54}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{64,64}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,139},{46,54}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
@@ -181,13 +198,13 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-1}</string>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{233,273},{54,60}}</string>
|
||||
<string>{{1,379},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
@@ -198,13 +215,13 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,1}</string>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{56,60}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,273},{56,60}}</string>
|
||||
<string>{{54,394},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
@@ -215,13 +232,13 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<string>{51,49}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{438,65},{54,60}}</string>
|
||||
<string>{{55,245},{51,49}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
@@ -232,13 +249,13 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-2}</string>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{62,54}</string>
|
||||
<string>{51,47}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
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<key>textureRect</key>
|
||||
<string>{{80,217},{62,54}}</string>
|
||||
<string>{{1,428},{51,47}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
@@ -249,68 +266,17 @@
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-1}</string>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
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<string>{51,51}</string>
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<key>textureRect</key>
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<string>{{425,131},{54,60}}</string>
|
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<string>{{58,100},{51,51}}</string>
|
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<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1017.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{56,60}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
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<key>textureRect</key>
|
||||
<string>{{59,273},{56,60}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1018.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{56,60}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{117,273},{56,60}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1019.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{56,60}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
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<key>textureRect</key>
|
||||
<string>{{175,273},{56,60}}</string>
|
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<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1020.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
@@ -319,150 +285,14 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<string>{49,51}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<string>{51,51}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{419,269},{54,60}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1021.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-2}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{62,54}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{144,217},{62,54}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>1022.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{54,60}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{70,70}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{423,200},{54,60}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>2007.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{120,64}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{120,64}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,1},{120,64}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>2008.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{120,64}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{120,64}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,67},{120,64}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>3002.Png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,71}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{207,1},{77,71}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>3003.Png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,63}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{289,139},{77,63}}</string>
|
||||
<string>{{1,279},{49,51}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>3004.Png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,65}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{359,1},{77,65}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>3005.Png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{77,61}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{359,68},{77,61}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>9001.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
@@ -472,15 +302,15 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{61,65}</string>
|
||||
<string>{45,38}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{45,38}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{352,269},{61,65}}</string>
|
||||
<string>{{1,565},{45,38}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>9002.Png</key>
|
||||
<key>9002.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
@@ -489,15 +319,15 @@
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,71}</string>
|
||||
<string>{55,42}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{77,77}</string>
|
||||
<string>{55,42}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{80,144},{71,71}}</string>
|
||||
<string>{{1,95},{55,42}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>9003.Png</key>
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"_originalWidth": 0,
|
||||
"_originalHeight": 0,
|
||||
"_alignMode": 2,
|
||||
"_lockFlags": 0,
|
||||
"_id": "c5V1EV8IpMtrIvY1OE9t2u"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.SceneGlobals",
|
||||
"ambient": {
|
||||
"__id__": 9
|
||||
},
|
||||
"shadows": {
|
||||
"__id__": 10
|
||||
},
|
||||
"_skybox": {
|
||||
"__id__": 11
|
||||
},
|
||||
"fog": {
|
||||
"__id__": 12
|
||||
},
|
||||
"octree": {
|
||||
"__id__": 13
|
||||
},
|
||||
"skin": {
|
||||
"__id__": 14
|
||||
},
|
||||
"lightProbeInfo": {
|
||||
"__id__": 15
|
||||
},
|
||||
"postSettings": {
|
||||
"__id__": 16
|
||||
},
|
||||
"bakedWithStationaryMainLight": false,
|
||||
"bakedWithHighpLightmap": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.AmbientInfo",
|
||||
"_skyColorHDR": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 0.520833125
|
||||
},
|
||||
"_skyColor": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 0.520833125
|
||||
},
|
||||
"_skyIllumHDR": 20000,
|
||||
"_skyIllum": 20000,
|
||||
"_groundAlbedoHDR": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 0
|
||||
},
|
||||
"_groundAlbedo": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 0
|
||||
},
|
||||
"_skyColorLDR": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0.2,
|
||||
"y": 0.5,
|
||||
"z": 0.8,
|
||||
"w": 1
|
||||
},
|
||||
"_skyIllumLDR": 20000,
|
||||
"_groundAlbedoLDR": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0.2,
|
||||
"y": 0.2,
|
||||
"z": 0.2,
|
||||
"w": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.ShadowsInfo",
|
||||
"_enabled": false,
|
||||
"_type": 0,
|
||||
"_normal": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 1,
|
||||
"z": 0
|
||||
},
|
||||
"_distance": 0,
|
||||
"_planeBias": 1,
|
||||
"_shadowColor": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 76,
|
||||
"g": 76,
|
||||
"b": 76,
|
||||
"a": 255
|
||||
},
|
||||
"_maxReceived": 4,
|
||||
"_size": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 512,
|
||||
"y": 512
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.SkyboxInfo",
|
||||
"_envLightingType": 0,
|
||||
"_envmapHDR": null,
|
||||
"_envmap": null,
|
||||
"_envmapLDR": null,
|
||||
"_diffuseMapHDR": null,
|
||||
"_diffuseMapLDR": null,
|
||||
"_enabled": false,
|
||||
"_useHDR": true,
|
||||
"_editableMaterial": null,
|
||||
"_reflectionHDR": null,
|
||||
"_reflectionLDR": null,
|
||||
"_rotationAngle": 0
|
||||
},
|
||||
{
|
||||
"__type__": "cc.FogInfo",
|
||||
"_type": 0,
|
||||
"_fogColor": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 200,
|
||||
"g": 200,
|
||||
"b": 200,
|
||||
"a": 255
|
||||
},
|
||||
"_enabled": false,
|
||||
"_fogDensity": 0.3,
|
||||
"_fogStart": 0.5,
|
||||
"_fogEnd": 300,
|
||||
"_fogAtten": 5,
|
||||
"_fogTop": 1.5,
|
||||
"_fogRange": 1.2,
|
||||
"_accurate": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.OctreeInfo",
|
||||
"_enabled": false,
|
||||
"_minPos": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": -1024,
|
||||
"y": -1024,
|
||||
"z": -1024
|
||||
},
|
||||
"_maxPos": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 1024,
|
||||
"y": 1024,
|
||||
"z": 1024
|
||||
},
|
||||
"_depth": 8
|
||||
},
|
||||
{
|
||||
"__type__": "cc.SkinInfo",
|
||||
"_enabled": false,
|
||||
"_blurRadius": 0.01,
|
||||
"_sssIntensity": 3
|
||||
},
|
||||
{
|
||||
"__type__": "cc.LightProbeInfo",
|
||||
"_giScale": 1,
|
||||
"_giSamples": 1024,
|
||||
"_bounces": 2,
|
||||
"_reduceRinging": 0,
|
||||
"_showProbe": true,
|
||||
"_showWireframe": true,
|
||||
"_showConvex": false,
|
||||
"_data": null,
|
||||
"_lightProbeSphereVolume": 1
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PostSettingsInfo",
|
||||
"_toneMappingType": 0
|
||||
}
|
||||
]
|
||||
@@ -1,11 +0,0 @@
|
||||
{
|
||||
"ver": "1.1.50",
|
||||
"importer": "scene",
|
||||
"imported": true,
|
||||
"uuid": "ec2587ed-e88a-4f08-a890-a4af6075a75e",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"ver": "1.0.1",
|
||||
"importer": "text",
|
||||
"imported": true,
|
||||
"uuid": "ecad0109-344e-47b2-aaa9-ee5902b9b016",
|
||||
|
||||
@@ -7,16 +7,19 @@ import { UIConfigData } from './game/common/config/GameUIConfig';
|
||||
import { smc } from './game/common/SingletonModuleComp';
|
||||
import { Initialize } from './game/initialize/Initialize';
|
||||
import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem';
|
||||
import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
|
||||
// import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
|
||||
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('Main')
|
||||
export class Main extends Root {
|
||||
|
||||
start() {
|
||||
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
|
||||
EPhysics2DDrawFlags.Pair
|
||||
// if(this.isWxClient()){
|
||||
// WxCloudApi.init("cloud1-6gknw0qk911036d8")
|
||||
// }
|
||||
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
|
||||
// EPhysics2DDrawFlags.Pair
|
||||
// EPhysics2DDrawFlags.CenterOfMass |
|
||||
// EPhysics2DDrawFlags.Joint |
|
||||
// EPhysics2DDrawFlags.Shape;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "0eec0b38-aab6-45ee-89cf-95806b0fecbe",
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f680d91a-831f-4f99-b7ea-b45e3adff51a",
|
||||
|
||||
527
assets/script/game/common/GameDataSyncManager.ts
Normal file
527
assets/script/game/common/GameDataSyncManager.ts
Normal file
@@ -0,0 +1,527 @@
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
|
||||
import { smc } from "./SingletonModuleComp";
|
||||
import { GameData } from "../wx_clound_client_api/WxCloudApi";
|
||||
|
||||
/**
|
||||
* 游戏数据同步管理器
|
||||
* 负责管理fight_heros、heros、items、tals、equips的远程操作和本地同步
|
||||
* 只有在远程修改成功后才同步修改本地数据
|
||||
*/
|
||||
export class GameDataSyncManager {
|
||||
private static instance: GameDataSyncManager;
|
||||
|
||||
private constructor() {}
|
||||
|
||||
public static getInstance(): GameDataSyncManager {
|
||||
if (!GameDataSyncManager.instance) {
|
||||
GameDataSyncManager.instance = new GameDataSyncManager();
|
||||
}
|
||||
return GameDataSyncManager.instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用远程数据覆盖本地数据(统一方法)
|
||||
* @param remoteData 远程数据(云端或本地调试)
|
||||
* @param dataSource 数据源描述
|
||||
*/
|
||||
async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
|
||||
try {
|
||||
// console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`);
|
||||
|
||||
// 直接覆盖基础游戏数据
|
||||
if (remoteData.data) {
|
||||
Object.assign(smc.data, remoteData.data);
|
||||
// console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 直接覆盖出战英雄配置
|
||||
if (remoteData.fight_heros) {
|
||||
Object.assign(smc.fight_heros, remoteData.fight_heros);
|
||||
// console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 直接覆盖英雄数据
|
||||
if (remoteData.heros) {
|
||||
smc.heros = { ...remoteData.heros };
|
||||
// console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 直接覆盖道具数据
|
||||
if (remoteData.items) {
|
||||
Object.assign(smc.items, remoteData.items);
|
||||
// console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 直接覆盖天赋数据
|
||||
if (remoteData.tals) {
|
||||
Object.assign(smc.tals, remoteData.tals);
|
||||
// console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 直接覆盖装备数据
|
||||
if (remoteData.equips) {
|
||||
Object.assign(smc.equips, remoteData.equips);
|
||||
// console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`);
|
||||
}
|
||||
|
||||
// 保存到本地存储(确保数据持久化)
|
||||
// smc.saveGameData();
|
||||
|
||||
// console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`);
|
||||
|
||||
} catch (error) {
|
||||
console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 批量更新出战英雄配置
|
||||
* @param fightHeros 出战英雄配置对象
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async updateFightHeros(fightHeros: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
|
||||
|
||||
const result = await WxCloudApi.updateFightHeros(fightHeros);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
Object.assign(smc.fight_heros, fightHeros);
|
||||
// console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 更新出战英雄配置异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 重置出战英雄配置为默认值
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async resetFightHeros(): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 重置出战英雄配置`);
|
||||
|
||||
const result = await WxCloudApi.resetFightHeros();
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.fight_heros = result.result.data;
|
||||
// console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 重置出战英雄配置异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 英雄管理 ====================
|
||||
|
||||
/**
|
||||
* 添加新英雄到用户库存
|
||||
* @param heroId 英雄ID
|
||||
* @param heroData 英雄数据(可选)
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async addHero(heroId: number, heroData?: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
|
||||
|
||||
const result = await WxCloudApi.addHero(heroId, heroData);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.heros[heroId] = result.result.data;
|
||||
// console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 添加英雄异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新英雄的多个属性
|
||||
* @param heroId 英雄ID
|
||||
* @param updateData 要更新的属性
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async updateHero(heroId: number, updateData: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
|
||||
|
||||
const result = await WxCloudApi.updateHero(heroId, updateData);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
Object.assign(smc.heros[heroId], result.result.data.new_data);
|
||||
// console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 更新英雄异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置英雄的单个属性值
|
||||
* @param heroId 英雄ID
|
||||
* @param property 属性名
|
||||
* @param value 属性值
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
|
||||
|
||||
const result = await WxCloudApi.setHeroProperty(heroId, property, value);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.heros[heroId][property] = value;
|
||||
// console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 设置英雄属性异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 英雄升级指定级数
|
||||
* @param heroId 英雄ID
|
||||
* @param levels 升级级数(默认1级)
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
|
||||
|
||||
const result = await WxCloudApi.levelUpHero(heroId,levels);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.heros[heroId].lv = result.result.data.new_value;
|
||||
// console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 英雄升级异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 便捷方法 ====================
|
||||
|
||||
/**
|
||||
* 增加道具
|
||||
* @param itemId 道具ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async addItem(itemId: number, count: number): Promise<boolean> {
|
||||
smc.items[itemId] = (smc.items[itemId] || 0) + count;
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
|
||||
const result = await WxCloudApi.addInventoryItem('items', itemId, count);
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
// console.log(`[GameDataSyncManager]: 道具增加成功`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 增加道具异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗道具
|
||||
* @param itemId 道具ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async consumeItem(itemId: number, count: number): Promise<boolean> {
|
||||
if(!smc.items[itemId]||smc.items[itemId]<count){
|
||||
oops.gui.toast("道具数量不足")
|
||||
return false
|
||||
}
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
|
||||
const result = await WxCloudApi.consumeInventoryItem('items', itemId, count);
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count);
|
||||
// console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗道具异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 增加天赋点
|
||||
* @param talId 天赋ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async addTalent(talId: number, count: number): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
|
||||
|
||||
const result = await WxCloudApi.addInventoryItem('tals', talId, count);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.tals[talId] = (smc.tals[talId] || 0) + count;
|
||||
// console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 增加天赋点异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗天赋点
|
||||
* @param talId 天赋ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async consumeTalent(talId: number, count: number): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
|
||||
|
||||
const result = await WxCloudApi.consumeInventoryItem('tals', talId, count);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count);
|
||||
// console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗天赋点异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加装备
|
||||
* @param equipId 装备ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async addEquipment(equipId: number, count: number): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
|
||||
|
||||
const result = await WxCloudApi.addInventoryItem('equips', equipId, count);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.equips[equipId] = (smc.equips[equipId] || 0) + count;
|
||||
// console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 增加装备异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗装备
|
||||
* @param equipId 装备ID
|
||||
* @param count 数量
|
||||
* @returns 是否成功
|
||||
*/
|
||||
async consumeEquipment(equipId: number, count: number): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
|
||||
|
||||
const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count);
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程修改成功,同步本地数据
|
||||
smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count);
|
||||
// console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗装备异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
async addGameProperty(property: string, value: any): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
|
||||
const result = await WxCloudApi.addGameDataField(property, value);
|
||||
if (result.result.code === 200) {
|
||||
// console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 增加游戏数据异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
|
||||
const result = await WxCloudApi.spendGameDataField(property, value);
|
||||
if (result.result.code === 200) {
|
||||
// console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
|
||||
return true;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 消耗游戏数据异常:`, error);
|
||||
smc.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
|
||||
*/
|
||||
async loadAllGameData(): Promise<boolean> {
|
||||
try {
|
||||
// console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
|
||||
|
||||
const result = await WxCloudApi.getAllGameData();
|
||||
|
||||
if (result.result.code === 200) {
|
||||
// 远程数据获取成功,同步本地数据
|
||||
const cloudData = result.result.data;
|
||||
smc.data = cloudData.data;
|
||||
smc.fight_heros = cloudData.fight_heros;
|
||||
smc.heros = cloudData.heros;
|
||||
smc.items = cloudData.items;
|
||||
smc.tals = cloudData.tals;
|
||||
smc.equips = cloudData.equips;
|
||||
|
||||
// console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`);
|
||||
return true;
|
||||
} else {
|
||||
console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`);
|
||||
return false;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[GameDataSyncManager]: 加载云端数据异常:`, error);
|
||||
smc.error()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// 导出单例实例
|
||||
export const gameDataSyncManager = GameDataSyncManager.getInstance();
|
||||
|
||||
/*
|
||||
使用示例:
|
||||
|
||||
// 1. 出战英雄管理
|
||||
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, 100, 50, 5); // 英雄升级5级
|
||||
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
|
||||
|
||||
// 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.setItem(1001, 5); // 设置道具数量
|
||||
|
||||
// 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
|
||||
*/
|
||||
9
assets/script/game/common/GameDataSyncManager.ts.meta
Normal file
9
assets/script/game/common/GameDataSyncManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "89c45a3b-d0bf-4e45-9e27-b7d714ba7e29",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -4,6 +4,13 @@ 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 { GameData, WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
|
||||
import { gameDataSyncManager } from "./GameDataSyncManager";
|
||||
import { GameSet } from "./config/BoxSet";
|
||||
import { Test } from "./Test";
|
||||
import { GameEvent } from "./config/GameEvent";
|
||||
import { Items } from "./config/Items";
|
||||
import { HeroInfo } from "./config/heroSet";
|
||||
|
||||
|
||||
// import { Role } from "../role/Role";
|
||||
@@ -15,6 +22,8 @@ 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,
|
||||
@@ -22,36 +31,36 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
in_select:false,
|
||||
in_fight:false,
|
||||
};
|
||||
guides:any=[0,0,0,0,0]
|
||||
current_guide:number=0
|
||||
data:any={
|
||||
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
|
||||
|
||||
exp:0,
|
||||
task:0,
|
||||
}
|
||||
fight_heros:any={
|
||||
0:5001,
|
||||
1:5005,
|
||||
2:0,
|
||||
3:0,
|
||||
4:0,
|
||||
shop:any={
|
||||
daily:[1001,1004,1002,1005],
|
||||
weekly:[],
|
||||
monthly:[],
|
||||
special:[],
|
||||
goods_count:[1,1,3,3,10,10,10,10,10,10,10,10],
|
||||
|
||||
}
|
||||
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},
|
||||
};
|
||||
|
||||
items:any={
|
||||
}
|
||||
tals:any={
|
||||
}
|
||||
equips:any={
|
||||
}
|
||||
monsters:any = [];
|
||||
sk_info:any = []
|
||||
monsters_dead:any = []
|
||||
@@ -61,32 +70,14 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
game_over:false,
|
||||
game_pause:false,
|
||||
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,
|
||||
}
|
||||
};
|
||||
vmAdd() {
|
||||
VM.add(this.vmdata, "data");
|
||||
@@ -97,483 +88,235 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 本地存储管理方法 ====================
|
||||
// ==================== 数据管理方法 ====================
|
||||
|
||||
/**
|
||||
* 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);
|
||||
/**
|
||||
* 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';
|
||||
}
|
||||
|
||||
/**
|
||||
* 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ID,0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}的${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;
|
||||
finishGuide(index:number){
|
||||
smc.guides[index]=1
|
||||
this.syncGuide()
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
syncGuide(){
|
||||
//存储到远程服务器 后续再添加
|
||||
}
|
||||
//调试用
|
||||
syncDataFromLocal(){
|
||||
if(this.isWxClient()) return
|
||||
const loginResult = new Test().load_data_from_local()
|
||||
this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
|
||||
}
|
||||
|
||||
addHero(hero_uuid:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addHero(hero_uuid)){
|
||||
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
|
||||
return true
|
||||
}
|
||||
|
||||
setFightHero(position:number,heroId:number,autoSave:boolean=true){
|
||||
this.fight_heros[position] = heroId;
|
||||
if(this.isWxClient()){
|
||||
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){
|
||||
if(this.isWxClient()){
|
||||
let result=this.gameDataSyncManager.levelUpHero(heroId);
|
||||
if(result){
|
||||
this.heros[heroId].lv++;
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
else{
|
||||
this.heros[heroId].lv++;
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
error(){
|
||||
oops.gui.toast("数据处理异常,请重试或重新登录")
|
||||
}
|
||||
addExp(exp:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addGameProperty("exp",exp)){
|
||||
this.data.exp+=exp
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.exp+=exp
|
||||
return true
|
||||
}
|
||||
addGold(gold:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addGameProperty("gold",gold)){
|
||||
this.data.gold+=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
this.error()
|
||||
return false
|
||||
}
|
||||
this.data.gold+=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
addDiamond(diamond:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
|
||||
this.data.diamond+=diamond
|
||||
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.diamond+=diamond
|
||||
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
addMission(mission:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addGameProperty("mission",mission)){
|
||||
this.data.mission+=mission
|
||||
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.mission+=mission
|
||||
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
spendExp(exp:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
|
||||
this.data.exp-=exp
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.exp-=exp
|
||||
return true
|
||||
}
|
||||
spendGold(gold:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
|
||||
this.data.gold-=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.gold-=gold
|
||||
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
|
||||
return true
|
||||
}
|
||||
spendDiamond(diamond:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
|
||||
this.data.diamond-=diamond
|
||||
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.data.diamond-=diamond
|
||||
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗游戏数据属性(统一接口)
|
||||
* 处理多个字段:spendGameProperty({ gold: 10, exp: 5 })
|
||||
*/
|
||||
async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.spendGameProperty(property)){
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
// 多字段扣除(原子性:全部满足才扣)
|
||||
const deductions = property as Record<string, number>;
|
||||
// 1) 校验是否全部满足
|
||||
for (const key in deductions) {
|
||||
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
|
||||
const need = deductions[key] ?? 0;
|
||||
const current = this.data[key] || 0;
|
||||
if (current < need) {
|
||||
console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
|
||||
oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// 2) 统一扣减
|
||||
for (const key in deductions) {
|
||||
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
|
||||
const need = deductions[key] ?? 0;
|
||||
const current = this.data[key] || 0;
|
||||
const next = current - need;
|
||||
this.data[key] = next;
|
||||
// console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
|
||||
}
|
||||
|
||||
this.addGold(-amount, autoSave);
|
||||
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;
|
||||
addItem(item_uuid:number,count:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.addItem(item_uuid,count)){
|
||||
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
this.addDiamond(-amount, autoSave);
|
||||
return true;
|
||||
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
|
||||
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();
|
||||
spendItem(item_uuid:number,count:number,autoSave:boolean=true){
|
||||
if(this.isWxClient()){
|
||||
if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
|
||||
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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);
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "58714c1c-3ffe-4ad1-959a-82e5dfeb2dc3",
|
||||
|
||||
46
assets/script/game/common/Test.ts
Normal file
46
assets/script/game/common/Test.ts
Normal file
@@ -0,0 +1,46 @@
|
||||
import { oops } from "db://oops-framework/core/Oops"
|
||||
|
||||
export class Test{
|
||||
load_data_from_local() {
|
||||
let local_data = this.get_local_data()
|
||||
if(!local_data.data||!local_data.fight_heros||!local_data.heros||!local_data.items||!local_data.tals||!local_data.equips){
|
||||
return this.init_local_data()
|
||||
}
|
||||
return local_data
|
||||
}
|
||||
get_local_data(){
|
||||
let local_data ={
|
||||
user_id: "local_debug",
|
||||
openid: "local_debug",
|
||||
regist_time: Date.now(),
|
||||
data: JSON.parse(oops.storage.get("data")||null),
|
||||
fight_heros: JSON.parse(oops.storage.get("fight_heros")||null),
|
||||
heros: JSON.parse(oops.storage.get("heros")||null),
|
||||
items: JSON.parse(oops.storage.get("items")||null),
|
||||
tals: JSON.parse(oops.storage.get("tals")||null),
|
||||
equips: JSON.parse(oops.storage.get("equips")||null)
|
||||
}
|
||||
return local_data
|
||||
}
|
||||
init_local_data(){
|
||||
let init_data = {
|
||||
data : { score: 0, mission: 1, gold: 100, diamond: 100, meat: 0, exp: 0,},
|
||||
fight_heros: { 0: 0, 1: 0, 2: 0, 3: 0, 4: 0 },
|
||||
heros: {
|
||||
5001: { uuid: 5001, lv: 1 },
|
||||
5005: { uuid: 5005, lv: 1 },
|
||||
5007: { uuid: 5007, lv: 1 }
|
||||
},
|
||||
items: {},
|
||||
tals: {},
|
||||
equips: {}
|
||||
}
|
||||
oops.storage.set("data", JSON.stringify(init_data.data))
|
||||
oops.storage.set("fight_heros", JSON.stringify(init_data.fight_heros))
|
||||
oops.storage.set("heros", JSON.stringify(init_data.heros))
|
||||
oops.storage.set("items", JSON.stringify(init_data.items))
|
||||
oops.storage.set("tals", JSON.stringify(init_data.tals))
|
||||
oops.storage.set("equips", JSON.stringify(init_data.equips))
|
||||
return this.get_local_data()
|
||||
}
|
||||
}
|
||||
9
assets/script/game/common/Test.ts.meta
Normal file
9
assets/script/game/common/Test.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "893646a7-1cf0-4c80-8fe1-39ac111130fc",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -62,3 +62,57 @@ export enum HeroConSet{
|
||||
INFO=0,
|
||||
SELECT=1,
|
||||
}
|
||||
export enum QualitySet{
|
||||
GREEN=0,
|
||||
BLUE=1,
|
||||
PURPLE=2,
|
||||
ORANGE=3,
|
||||
}
|
||||
|
||||
/** 数字格式化工具函数 */
|
||||
export class NumberFormatter {
|
||||
/**
|
||||
* 将数字转换为易读格式
|
||||
* @param num 要转换的数字
|
||||
* @returns 格式化后的字符串
|
||||
* 例如:1234 -> "1.2k", 1234567 -> "1.2M", 1234567890 -> "1.2B"
|
||||
*/
|
||||
static formatNumber(num: number): string {
|
||||
if (num < 1000) {
|
||||
return num.toString();
|
||||
} else if (num < 1000000) {
|
||||
// 5位数用k表示 (1000-999999)
|
||||
return (num / 1000).toFixed(1).replace(/\.0$/, '') + 'k';
|
||||
} else if (num < 1000000000) {
|
||||
// 7位数用M表示 (1000000-999999999)
|
||||
return (num / 1000000).toFixed(1).replace(/\.0$/, '') + 'M';
|
||||
} else if (num < 1000000000000) {
|
||||
// 10位数用B表示 (1000000000-999999999999)
|
||||
return (num / 1000000000).toFixed(1).replace(/\.0$/, '') + 'B';
|
||||
} else {
|
||||
// 更大的数字用T表示
|
||||
return (num / 1000000000000).toFixed(1).replace(/\.0$/, '') + 'T';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将数字转换为中文格式
|
||||
* @param num 要转换的数字
|
||||
* @returns 中文格式的字符串
|
||||
* 例如:1234 -> "1.2千", 1234567 -> "1.2百万"
|
||||
*/
|
||||
static formatNumberChinese(num: number): string {
|
||||
if (num < 10000) {
|
||||
return num.toString();
|
||||
} else if (num < 100000000) {
|
||||
// 万级别
|
||||
return (num / 10000).toFixed(1).replace(/\.0$/, '') + '万';
|
||||
} else if (num < 1000000000000) {
|
||||
// 亿级别
|
||||
return (num / 100000000).toFixed(1).replace(/\.0$/, '') + '亿';
|
||||
} else {
|
||||
// 万亿级别
|
||||
return (num / 1000000000000).toFixed(1).replace(/\.0$/, '') + '万亿';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "28d11009-6d68-462a-9880-8b31cf5975fd",
|
||||
|
||||
@@ -7,6 +7,7 @@ import { BuffAttr, getSkills, HeroSkillList, SkillSet } from "./SkillSet"
|
||||
import { equip_list, weapons, armors, accessorys, getEquipUUIDsByType } from "./Equips"
|
||||
import { getEnhancement } from "./LevelUp"
|
||||
import { TalentList } from "./TalentSet"
|
||||
import { QualitySet } from "./BoxSet"
|
||||
|
||||
//1:伙伴 2:技能 3:装备的出现概率配置
|
||||
export const CardProbability={
|
||||
@@ -154,24 +155,18 @@ export const CTarget={
|
||||
ENEMY:2, //敌人
|
||||
ALL:3, //所有
|
||||
}
|
||||
export const Quality={
|
||||
WHITE:1,
|
||||
GREEN:2,
|
||||
BLUE:3,
|
||||
PURPLE:4,
|
||||
ORANGE:5,
|
||||
}
|
||||
|
||||
|
||||
export const SuperCardsList=[3101,3102,3103,3104,3105,3106];
|
||||
export const SuperCards={
|
||||
|
||||
3101:{uuid:3101,name:"陨石爆",quality:Quality.GREEN,path:"3101",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6005].uuid,value2:1,value3:0,
|
||||
3101:{uuid:3101,name:"陨石爆",quality:QualitySet.GREEN,path:"3101",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6005].uuid,value2:1,value3:0,
|
||||
info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"},
|
||||
3102:{uuid:3102,name:"龙卷群",quality:Quality.BLUE,path:"3104",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6006].uuid,value2:1,value3:0,
|
||||
3102:{uuid:3102,name:"龙卷群",quality:QualitySet.BLUE,path:"3104",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6006].uuid,value2:1,value3:0,
|
||||
info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"},
|
||||
3103:{uuid:3103,name:"大海啸",quality:Quality.PURPLE,path:"3105",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6007].uuid,value2:1,value3:0,
|
||||
3103:{uuid:3103,name:"大海啸",quality:QualitySet.PURPLE,path:"3105",CTarget:CTarget.ENEMY,type:SuperCardsType.AOE,value1:SkillSet[6007].uuid,value2:1,value3:0,
|
||||
info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"},
|
||||
3104:{uuid:3104,name:"攻击力",quality:Quality.ORANGE,path:"3106",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.AP,value2:5,value3:0},
|
||||
3105:{uuid:3105,name:"生命值",quality:Quality.ORANGE,path:"3107",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.HP_MAX,value2:5,value3:0},
|
||||
3106:{uuid:3106,name:"防御值",quality:Quality.ORANGE,path:"3108",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.DEF,value2:5,value3:0},
|
||||
3104:{uuid:3104,name:"攻击力",quality:QualitySet.ORANGE,path:"3106",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.AP,value2:5,value3:0},
|
||||
3105:{uuid:3105,name:"生命值",quality:QualitySet.ORANGE,path:"3107",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.HP_MAX,value2:5,value3:0},
|
||||
3106:{uuid:3106,name:"防御值",quality:QualitySet.ORANGE,path:"3108",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.DEF,value2:5,value3:0},
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ffda71d7-624d-40de-8c09-712edd44bfdc",
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import { QualitySet } from "./BoxSet";
|
||||
import { BuffAttr } from "./SkillSet";
|
||||
|
||||
// 装备路径配置表
|
||||
@@ -98,14 +99,6 @@ export enum EquipSpecialAttr {
|
||||
ATKED_ADD_SKILL_STONE=12, //被攻击增加技能石
|
||||
ATK_ADD_VALUE=13, //攻击n次后触发属性增加的值 额外增加值
|
||||
}
|
||||
export enum Quality {
|
||||
WHITE = 1,
|
||||
GREEN = 2,
|
||||
BLUE = 3,
|
||||
PURPLE = 4,
|
||||
ORANGE = 5,
|
||||
RED = 6,
|
||||
}
|
||||
|
||||
// 剑类武器UUID列表 - 根据wp.md配置
|
||||
export const swordWeapons = [
|
||||
@@ -316,7 +309,7 @@ export interface EquipData {
|
||||
uuid: number; // 装备唯一ID
|
||||
name: string; // 装备名称
|
||||
type: EquipType; // 装备类型
|
||||
quality: Quality; // 装备品质
|
||||
quality: QualitySet; // 装备品质
|
||||
path: string; // 文件名
|
||||
info: string; // 装备描述
|
||||
special_attr: EquipSpecialAttrData[]; // 特殊属性数组
|
||||
@@ -331,7 +324,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 2101,
|
||||
name: "穿刺短剑",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["穿刺短剑"],
|
||||
info: "攻击力增加170%,穿透1个目标",
|
||||
special_attr: [],
|
||||
@@ -346,7 +339,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 2102,
|
||||
name: "寒锋长剑",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["寒锋长剑"],
|
||||
info: "攻击力增加230%,穿透2个目标,30%穿刺伤害",
|
||||
special_attr: [],
|
||||
@@ -362,7 +355,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 2103,
|
||||
name: "龙鳞穿刺者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["龙鳞穿刺者"],
|
||||
info: "攻击力增加290%,穿透3个目标,40%穿刺伤害",
|
||||
special_attr: [],
|
||||
@@ -378,7 +371,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 2104,
|
||||
name: "冰霜穿刺者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["冰霜穿刺者"],
|
||||
info: "攻击力增加290%,穿透3个目标,冰冻概率25%",
|
||||
special_attr: [],
|
||||
@@ -398,7 +391,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 3101,
|
||||
name: "风暴战斧",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["风暴战斧"],
|
||||
info: "攻击力增加220%,风怒概率40%",
|
||||
special_attr: [],
|
||||
@@ -413,7 +406,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 3102,
|
||||
name: "寒锋巨斧",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["寒锋巨斧"],
|
||||
info: "攻击力增加280%,风怒概率50%",
|
||||
special_attr: [],
|
||||
@@ -428,7 +421,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 3105,
|
||||
name: "龙鳞撕裂者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["龙鳞撕裂者"],
|
||||
info: "攻击力增加340%,风怒概率60%,击退概率27%",
|
||||
special_attr: [],
|
||||
@@ -444,7 +437,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 3106,
|
||||
name: "泰坦撕裂者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["泰坦撕裂者"],
|
||||
info: "攻击力增加300%,风怒概率60%,击晕概率12.5%",
|
||||
special_attr: [],
|
||||
@@ -465,7 +458,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 5101,
|
||||
name: "碎骨战锤",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["碎骨战锤"],
|
||||
info: "攻击力增加240%,暴击率20%,暴击伤害+35%",
|
||||
special_attr: [],
|
||||
@@ -481,7 +474,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 5102,
|
||||
name: "雷霆重锤",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["雷霆重锤"],
|
||||
info: "攻击力增加310%,暴击率25%,暴击伤害+45%",
|
||||
special_attr: [],
|
||||
@@ -497,7 +490,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 5103,
|
||||
name: "龙鳞粉碎者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["龙鳞粉碎者"],
|
||||
info: "攻击力增加360%,暴击率30%,暴击伤害+70%,击晕概率+15%",
|
||||
special_attr: [],
|
||||
@@ -514,7 +507,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 5104,
|
||||
name: "泰坦粉碎者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["泰坦粉碎者"],
|
||||
info: "攻击力增加360%,暴击率30%,击晕概率30%",
|
||||
special_attr: [],
|
||||
@@ -535,7 +528,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 6101,
|
||||
name: "影刃",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["影刃"],
|
||||
info: "攻击力增加180%,攻击施加易伤(25%)",
|
||||
special_attr: [],
|
||||
@@ -550,7 +543,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 6102,
|
||||
name: "寒月双刃",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["寒月双刃"],
|
||||
info: "攻击力增加245%,攻击施加易伤(35%)",
|
||||
special_attr: [],
|
||||
@@ -565,7 +558,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 6103,
|
||||
name: "龙鳞切割者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["龙鳞切割者"],
|
||||
info: "攻击力增加300%,攻击施加易伤(45%),易伤持续次数+1",
|
||||
special_attr: [],
|
||||
@@ -581,7 +574,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 6104,
|
||||
name: "冰霜切割者",
|
||||
type: EquipType.WEAPON,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["冰霜切割者"],
|
||||
info: "攻击力增加300%,攻击施加易伤(45%),冰冻概率25%",
|
||||
special_attr: [],
|
||||
@@ -604,7 +597,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4101,
|
||||
name: "风影圆盾",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["风影圆盾"],
|
||||
info: "生命值+40%,闪避40%",
|
||||
special_attr: [],
|
||||
@@ -617,7 +610,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4102,
|
||||
name: "流光护盾",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["流光护盾"],
|
||||
info: "生命值+45%,闪避40%,Debuff减免15%",
|
||||
special_attr: [],
|
||||
@@ -631,7 +624,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4103,
|
||||
name: "量子闪避者",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["量子闪避者"],
|
||||
info: "生命值+50%,闪避45%,免伤15%",
|
||||
special_attr: [],
|
||||
@@ -650,7 +643,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4111,
|
||||
name: "荆棘木盾",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["荆棘木盾"],
|
||||
info: "生命值+85%,反伤30%",
|
||||
special_attr: [],
|
||||
@@ -663,7 +656,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4112,
|
||||
name: "钢铁尖刺",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["钢铁尖刺"],
|
||||
info: "生命值+90%,反伤30%,Debuff减免15%",
|
||||
special_attr: [],
|
||||
@@ -677,7 +670,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4113,
|
||||
name: "龙鳞反伤者",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["龙鳞反伤者"],
|
||||
info: "生命值+110%,反伤35%,免伤15%",
|
||||
special_attr: [],
|
||||
@@ -697,7 +690,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4121,
|
||||
name: "守护圆盾",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["守护圆盾"],
|
||||
info: "生命值+65%,免伤20%",
|
||||
special_attr: [],
|
||||
@@ -710,7 +703,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4122,
|
||||
name: "圣光壁垒",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["圣光壁垒"],
|
||||
info: "生命值+70%,免伤20%,Debuff减免15%",
|
||||
special_attr: [],
|
||||
@@ -724,7 +717,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 4123,
|
||||
name: "永恒守护者",
|
||||
type: EquipType.ARMOR,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["永恒守护者"],
|
||||
info: "生命值+75%,免伤25%,闪避15%",
|
||||
special_attr: [],
|
||||
@@ -743,7 +736,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7401,
|
||||
name: "磐石戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["磐石戒指"],
|
||||
info: "生命值+60%",
|
||||
special_attr: [],
|
||||
@@ -756,7 +749,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7402,
|
||||
name: "刚玉戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["刚玉戒指"],
|
||||
info: "免伤+25%",
|
||||
special_attr: [],
|
||||
@@ -770,7 +763,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7403,
|
||||
name: "烈阳戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["烈阳戒指"],
|
||||
info: "攻击+55%",
|
||||
special_attr: [],
|
||||
@@ -783,7 +776,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7404,
|
||||
name: "雷暴耳饰",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["雷暴耳饰"],
|
||||
info: "暴伤+40%",
|
||||
special_attr: [],
|
||||
@@ -797,7 +790,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7405,
|
||||
name: "迷雾耳饰",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["迷雾耳饰"],
|
||||
info: "闪避+15%",
|
||||
special_attr: [],
|
||||
@@ -810,7 +803,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7406,
|
||||
name: "荆棘耳饰",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.GREEN,
|
||||
quality: QualitySet.GREEN,
|
||||
path: EPath["荆棘耳饰"],
|
||||
info: "反伤+20%",
|
||||
special_attr: [],
|
||||
@@ -825,7 +818,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7421,
|
||||
name: "星辉耳饰",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["星辉耳饰"],
|
||||
info: "生命值+40%,免伤+20%",
|
||||
special_attr: [],
|
||||
@@ -839,7 +832,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7422,
|
||||
name: "霜晶耳饰",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["霜晶耳饰"],
|
||||
info: "攻击+40%,暴伤+30%",
|
||||
special_attr: [],
|
||||
@@ -853,7 +846,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7423,
|
||||
name: "流光吊坠",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["流光吊坠"],
|
||||
info: "生命值+35%,闪避+15%",
|
||||
special_attr: [],
|
||||
@@ -867,7 +860,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7424,
|
||||
name: "地脉指环",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["地脉指环"],
|
||||
info: "免伤+20%,反伤+15%",
|
||||
special_attr: [],
|
||||
@@ -881,7 +874,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7425,
|
||||
name: "炎阳戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["炎阳戒指"],
|
||||
info: "攻击+45%,闪避+10%",
|
||||
special_attr: [],
|
||||
@@ -896,7 +889,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7426,
|
||||
name: "潮汐戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.BLUE,
|
||||
quality: QualitySet.BLUE,
|
||||
path: EPath["潮汐戒指"],
|
||||
info: "暴伤+35%,反伤+15%",
|
||||
special_attr: [],
|
||||
@@ -913,7 +906,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7441,
|
||||
name: "天穹戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["天穹戒指"],
|
||||
info: "生命值+45%,免伤+20%,攻击触发属性增加额外加值+2",
|
||||
special_attr: [
|
||||
@@ -930,7 +923,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7442,
|
||||
name: "神木戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["神木戒指"],
|
||||
info: "攻击+50%,暴伤+35%,暴击+10%",
|
||||
special_attr: [],
|
||||
@@ -945,7 +938,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7443,
|
||||
name: "日曜戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["日曜戒指"],
|
||||
info: "生命值+40%,攻击+45%,攻击触发增加主将攻击力+2",
|
||||
special_attr: [
|
||||
@@ -962,7 +955,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7444,
|
||||
name: "月影项链",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["月影项链"],
|
||||
info: "免伤+20%,暴伤+35%,攻击触发增加主将生命值10",
|
||||
special_attr: [
|
||||
@@ -978,7 +971,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7445,
|
||||
name: "星尘项链",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["星尘项链"],
|
||||
info: "闪避+15%,攻击+50%,技能冷却减少20%",
|
||||
special_attr: [],
|
||||
@@ -993,7 +986,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7446,
|
||||
name: "深渊戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["深渊戒指"],
|
||||
info: "反伤+15%,生命值+50%,穿刺+2",
|
||||
special_attr: [],
|
||||
@@ -1008,7 +1001,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
uuid: 7447,
|
||||
name: "永夜戒指",
|
||||
type: EquipType.ACCESSORY,
|
||||
quality: Quality.PURPLE,
|
||||
quality: QualitySet.PURPLE,
|
||||
path: EPath["永夜戒指"],
|
||||
info: "免伤+25%,暴伤+35%,双倍受击触发+2",
|
||||
special_attr: [
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user