38 Commits
817 ... 814

Author SHA1 Message Date
577f43042b dd 2025-09-20 09:49:22 +08:00
3435f76f5d Merge branch '814' of https://e.coding.net/walker_pan/heros/heros into 814 2025-09-10 22:30:39 +08:00
138f6b4da0 dd 2025-09-10 22:30:36 +08:00
34db348707 Merge branch '814' of https://e.coding.net/walker_pan/heros/heros into 814 2025-09-06 20:03:19 +08:00
9fca82703b dd 2025-09-06 20:03:16 +08:00
5b9c00fa7a dd 2025-09-03 10:58:29 +08:00
8e044fcf3c dd 2025-09-01 17:27:24 +08:00
da0237d49c dd 2025-09-01 10:36:33 +08:00
a9e940b166 dd 2025-08-29 16:01:39 +08:00
543be1111a dd 2025-08-28 17:08:51 +08:00
09c86944ac ui调整 2025-08-26 10:55:15 +08:00
c3b9977b0c 引导完善+ 说小贴士 2025-08-25 23:42:31 +08:00
6c95b3acc3 引导 基本完成 2025-08-25 17:28:02 +08:00
6a29821a7b 引导系统基本完成,开始制作 引导步骤 2025-08-24 23:40:37 +08:00
d693499397 开始新手引导 2025-08-21 22:57:29 +08:00
213149881c 去掉大部分 调试信息 2025-08-21 14:33:42 +08:00
92faa0fe09 腾讯云函数对应更新,英雄升级资源消耗,分开处理 2025-08-21 14:05:44 +08:00
1b56cb7a8c 初始版本可以去申请电子版权和软著了 2025-08-21 13:54:28 +08:00
0a654d130a 商店商品++ 2025-08-20 23:27:32 +08:00
77075b2650 商店 基本完成 2025-08-20 20:51:17 +08:00
1896b5fab0 开始商店 脚本和ui 2025-08-20 17:46:06 +08:00
b531948d4d 永久数据不再mvvm显示 2025-08-20 14:02:14 +08:00
dbe2da2927 奖励结算++ 2025-08-20 09:59:01 +08:00
bee97b4fe8 掉落加双倍处理 基本完成 2025-08-19 23:22:59 +08:00
c47ecc21e6 金币经验掉落 2025-08-19 22:30:59 +08:00
854affeaae 奖励已经双倍奖励 2025-08-19 19:40:34 +08:00
22f35893d7 升级 消耗经验和金币,需要本地和网络同步,又要减少操作 2025-08-19 08:56:18 +08:00
18248fdcd7 dd 2025-08-19 08:44:08 +08:00
6365464a1b ui调整 2025-08-19 08:42:19 +08:00
f5a13de4b5 添加物品 2025-08-18 21:13:10 +08:00
9e1459973c 品质统一在boxset设定 2025-08-18 21:03:47 +08:00
3884b35829 dd 2025-08-18 17:47:06 +08:00
a824d9a124 云环境和本地调试 添加 2025-08-18 17:00:40 +08:00
addc61e2a9 dd 2025-08-18 00:37:34 +08:00
cb8c37c23a 添加微信云开发环境 2025-08-18 00:27:57 +08:00
18874ddbf2 dd 2025-08-17 22:31:45 +08:00
c24961171f skillcon_timers 问题修复 2025-08-17 22:16:09 +08:00
db79fbf9e0 微信云开发插件 2025-08-17 22:15:07 +08:00
2969 changed files with 967774 additions and 261939 deletions

4
.gitignore vendored
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"_lscale": { "_lscale": {
"__type__": "cc.Vec3", "__type__": "cc.Vec3",
"x": 1, "x": 0.8,
"y": 1, "y": 0.8,
"z": 1 "z": 1
}, },
"_mobility": 0, "_mobility": 0,
@@ -1081,7 +1081,7 @@
}, },
"_contentSize": { "_contentSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 955, "width": 720,
"height": 320 "height": 320
}, },
"_anchorPoint": { "_anchorPoint": {
@@ -1103,14 +1103,14 @@
"node": { "node": {
"__id__": 45 "__id__": 45
}, },
"_enabled": true, "_enabled": false,
"__prefab": { "__prefab": {
"__id__": 59 "__id__": 59
}, },
"_alignFlags": 41, "_alignFlags": 9,
"_target": null, "_target": null,
"_left": 0, "_left": 0,
"_right": -279, "_right": 176,
"_top": 0, "_top": 0,
"_bottom": 0, "_bottom": 0,
"_horizontalCenter": 0, "_horizontalCenter": 0,
@@ -1151,11 +1151,11 @@
"height": 40 "height": 40
}, },
"_startAxis": 1, "_startAxis": 1,
"_paddingLeft": 15, "_paddingLeft": 10,
"_paddingRight": 15, "_paddingRight": 10,
"_paddingTop": 15, "_paddingTop": 15,
"_paddingBottom": 15, "_paddingBottom": 15,
"_spacingX": 15, "_spacingX": 10,
"_spacingY": 15, "_spacingY": 15,
"_verticalDirection": 1, "_verticalDirection": 1,
"_horizontalDirection": 0, "_horizontalDirection": 0,

View File

@@ -11,13 +11,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{71,65}</string> <string>{44,52}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{64,64}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{153,144},{71,65}}</string> <string>{{57,153},{44,52}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
@@ -28,15 +28,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,1}</string> <string>{0,-1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{73,61}</string> <string>{44,52}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{64,64}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{202,81},{73,61}}</string> <string>{{1,187},{44,52}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <true/>
</dict> </dict>
<key>1003.png</key> <key>1003.png</key>
<dict> <dict>
@@ -45,15 +45,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{77,61}</string> <string>{44,52}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{64,64}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{123,81},{77,61}}</string> <string>{{55,199},{44,52}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <true/>
</dict> </dict>
<key>1004.png</key> <key>1004.png</key>
<dict> <dict>
@@ -62,15 +62,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{77,65}</string> <string>{44,52}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{64,64}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,206},{77,65}}</string> <string>{{1,233},{44,52}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <true/>
</dict> </dict>
<key>1005.png</key> <key>1005.png</key>
<dict> <dict>
@@ -81,13 +81,13 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{77,61}</string> <string>{45,49}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{289,218},{77,61}}</string> <string>{{64,1},{45,49}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>1006.png</key> <key>1006.png</key>
<dict> <dict>
@@ -98,15 +98,15 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{77,63}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{277,74},{77,63}}</string> <string>{{54,296},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>1007.Png</key> <key>1007.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -115,15 +115,15 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{77,71}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,133},{77,71}}</string> <string>{{1,330},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>1008.Png</key> <key>1008.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -132,11 +132,11 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{71,71}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{286,1},{71,71}}</string> <string>{{54,345},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -147,15 +147,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{54,60}</string> <string>{51,43}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{208,217},{54,60}}</string> <string>{{54,443},{51,43}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>1010.png</key> <key>1010.png</key>
<dict> <dict>
@@ -164,13 +164,30 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-2}</string> <string>{0,-1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{62,54}</string> <string>{42,56}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{64,64}</string>
<key>textureRect</key> <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> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
@@ -181,13 +198,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-1}</string> <string>{0,1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{54,60}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{233,273},{54,60}}</string> <string>{{1,379},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -198,13 +215,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,1}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{56,60}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,273},{56,60}}</string> <string>{{54,394},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -215,13 +232,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,1}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{54,60}</string> <string>{51,49}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{438,65},{54,60}}</string> <string>{{55,245},{51,49}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -232,13 +249,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-2}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{62,54}</string> <string>{51,47}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{80,217},{62,54}}</string> <string>{{1,428},{51,47}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -249,68 +266,17 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-1}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{54,60}</string> <string>{51,51}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{425,131},{54,60}}</string> <string>{{58,100},{51,51}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>1017.png</key> <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>
<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>
<key>textureRect</key>
<string>{{175,273},{56,60}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1020.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -319,150 +285,14 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{54,60}</string> <string>{49,51}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{70,70}</string> <string>{51,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{419,269},{54,60}}</string> <string>{{1,279},{49,51}}</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/>
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<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/>
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<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>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </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> <key>9001.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
@@ -472,15 +302,15 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{61,65}</string> <string>{45,38}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{45,38}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{352,269},{61,65}}</string> <string>{{1,565},{45,38}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>9002.Png</key> <key>9002.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -489,15 +319,15 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{71,71}</string> <string>{55,42}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{55,42}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{80,144},{71,71}}</string> <string>{{1,95},{55,42}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>9003.Png</key> <key>9003.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -506,62 +336,113 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{82,78}</string> <string>{48,42}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{90,90}</string> <string>{48,42}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{123,1},{82,78}}</string> <string>{{1,477},{48,42}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>9005.Png</key> <key>9004.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,1}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{67,67}</string> <string>{45,33}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{45,33}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{220,144},{67,67}}</string> <string>{{50,530},{45,33}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>9006.Png</key> <key>9005.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,1}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{67,67}</string> <string>{46,37}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{46,37}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{356,131},{67,67}}</string> <string>{{48,565},{46,37}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>9007.Png</key> <key>9006.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,1}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{67,67}</string> <string>{48,40}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{77,77}</string> <string>{48,40}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{354,200},{67,67}}</string> <string>{{51,488},{48,40}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>9007.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>{47,42}</string>
<key>spriteSourceSize</key>
<string>{47,42}</string>
<key>textureRect</key>
<string>{{1,521},{47,42}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>9008.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>{50,46}</string>
<key>spriteSourceSize</key>
<string>{50,46}</string>
<key>textureRect</key>
<string>{{59,52},{50,46}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>9009.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>{61,48}</string>
<key>spriteSourceSize</key>
<string>{61,48}</string>
<key>textureRect</key>
<string>{{1,1},{61,48}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -577,9 +458,9 @@
<key>realTextureFileName</key> <key>realTextureFileName</key>
<string>items.png</string> <string>items.png</string>
<key>size</key> <key>size</key>
<string>{493,334}</string> <string>{110,604}</string>
<key>smartupdate</key> <key>smartupdate</key>
<string>$TexturePacker:SmartUpdate:1bc512f8dc1baac0d03997c773bef4ca:0631a07c70b9bd4ccdd225f169eb27c3:9b2c40378ce3448cae3ca053079d3001$</string> <string>$TexturePacker:SmartUpdate:24368dabbe6c1d679fdb9c47273d90e1:656031abd887efd12afb65e2a74b0bbf:9b2c40378ce3448cae3ca053079d3001$</string>
<key>textureFileName</key> <key>textureFileName</key>
<string>items.png</string> <string>items.png</string>
</dict> </dict>

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"imported": true, "imported": true,
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{ {
"ver": "1.0.26", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
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{ {
"ver": "1.0.26", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
"uuid": "f42b9fb1-b246-4d57-8733-31a1365729a6", "uuid": "f42b9fb1-b246-4d57-8733-31a1365729a6",

View File

@@ -1,5 +1,5 @@
{ {
"ver": "1.0.26", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
"uuid": "4e4d1811-5bd5-4b5d-9535-a118dc3c970f", "uuid": "4e4d1811-5bd5-4b5d-9535-a118dc3c970f",
@@ -129,6 +129,6 @@
"type": "sprite-frame", "type": "sprite-frame",
"hasAlpha": true, "hasAlpha": true,
"fixAlphaTransparencyArtifacts": false, "fixAlphaTransparencyArtifacts": false,
"redirect": "4e4d1811-5bd5-4b5d-9535-a118dc3c970f@f9941" "redirect": "4e4d1811-5bd5-4b5d-9535-a118dc3c970f@6c48a"
} }
} }

View File

@@ -1,5 +1,5 @@
{ {
"ver": "1.0.26", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
"uuid": "3d5b607a-face-426b-8200-acf8384108db", "uuid": "3d5b607a-face-426b-8200-acf8384108db",
@@ -128,7 +128,7 @@
"userData": { "userData": {
"hasAlpha": true, "hasAlpha": true,
"type": "sprite-frame", "type": "sprite-frame",
"redirect": "3d5b607a-face-426b-8200-acf8384108db@f9941", "redirect": "3d5b607a-face-426b-8200-acf8384108db@6c48a",
"fixAlphaTransparencyArtifacts": false "fixAlphaTransparencyArtifacts": false
} }
} }

View File

@@ -1,5 +1,5 @@
{ {
"ver": "1.0.26", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
"uuid": "a65eaaec-d315-4134-a79e-23bb817d1939", "uuid": "a65eaaec-d315-4134-a79e-23bb817d1939",
@@ -128,7 +128,7 @@
"userData": { "userData": {
"hasAlpha": true, "hasAlpha": true,
"type": "sprite-frame", "type": "sprite-frame",
"redirect": "a65eaaec-d315-4134-a79e-23bb817d1939@f9941", "redirect": "a65eaaec-d315-4134-a79e-23bb817d1939@6c48a",
"fixAlphaTransparencyArtifacts": false "fixAlphaTransparencyArtifacts": false
} }
} }

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@@ -1,449 +0,0 @@
[
{
"__type__": "cc.SceneAsset",
"_name": "scene",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"scene": {
"__id__": 1
}
},
{
"__type__": "cc.Scene",
"_name": "scene-2d",
"_objFlags": 0,
"__editorExtras__": {},
"_parent": null,
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{
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}
],
"_active": true,
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"__type__": "cc.Vec3",
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},
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"__type__": "cc.Quat",
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"y": 0,
"z": 0,
"w": 1
},
"_lscale": {
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},
"_mobility": 0,
"_layer": 1073741824,
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"__type__": "cc.Vec3",
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},
"autoReleaseAssets": false,
"_globals": {
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},
"_id": "ec2587ed-e88a-4f08-a890-a4af6075a75e"
},
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}
],
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},
{
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},
{
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}
],
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},
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},
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},
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},
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},
{
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},
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},
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},
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{
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},
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"height": 1280
},
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"_id": "d6rUX5yfhMlKoWX2bSbawx"
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{
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},
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"_id": "12O/ljcVlEqLmVm3U2gEOQ"
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{
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},
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},
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},
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"_skyIllumLDR": 20000,
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"x": 0.2,
"y": 0.2,
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"w": 1
}
},
{
"__type__": "cc.ShadowsInfo",
"_enabled": false,
"_type": 0,
"_normal": {
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"x": 0,
"y": 1,
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},
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"r": 76,
"g": 76,
"b": 76,
"a": 255
},
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"x": 512,
"y": 512
}
},
{
"__type__": "cc.SkyboxInfo",
"_envLightingType": 0,
"_envmapHDR": null,
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"_envmapLDR": null,
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"_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
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]

View File

@@ -1,11 +0,0 @@
{
"ver": "1.1.50",
"importer": "scene",
"imported": true,
"uuid": "ec2587ed-e88a-4f08-a890-a4af6075a75e",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

View File

@@ -1,5 +1,5 @@
{ {
"ver": "1.0.2", "ver": "1.0.1",
"importer": "text", "importer": "text",
"imported": true, "imported": true,
"uuid": "ecad0109-344e-47b2-aaa9-ee5902b9b016", "uuid": "ecad0109-344e-47b2-aaa9-ee5902b9b016",

View File

@@ -7,16 +7,19 @@ import { UIConfigData } from './game/common/config/GameUIConfig';
import { smc } from './game/common/SingletonModuleComp'; import { smc } from './game/common/SingletonModuleComp';
import { Initialize } from './game/initialize/Initialize'; import { Initialize } from './game/initialize/Initialize';
import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem'; 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; const { ccclass, property } = _decorator;
@ccclass('Main') @ccclass('Main')
export class Main extends Root { export class Main extends Root {
start() { start() {
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | // if(this.isWxClient()){
EPhysics2DDrawFlags.Pair // WxCloudApi.init("cloud1-6gknw0qk911036d8")
// }
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
// EPhysics2DDrawFlags.Pair
// EPhysics2DDrawFlags.CenterOfMass | // EPhysics2DDrawFlags.CenterOfMass |
// EPhysics2DDrawFlags.Joint | // EPhysics2DDrawFlags.Joint |
// EPhysics2DDrawFlags.Shape; // EPhysics2DDrawFlags.Shape;

View File

@@ -1,5 +1,5 @@
{ {
"ver": "4.0.23", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "0eec0b38-aab6-45ee-89cf-95806b0fecbe", "uuid": "0eec0b38-aab6-45ee-89cf-95806b0fecbe",

View File

@@ -1,5 +1,5 @@
{ {
"ver": "4.0.23", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "f680d91a-831f-4f99-b7ea-b45e3adff51a", "uuid": "f680d91a-831f-4f99-b7ea-b45e3adff51a",

View 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
*/

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "89c45a3b-d0bf-4e45-9e27-b7d714ba7e29",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -4,6 +4,13 @@ import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap"; import { GameMap } from "../map/GameMap";
import { HeroUI, VmInfo } from "./config/Mission"; import { HeroUI, VmInfo } from "./config/Mission";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; 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"; // import { Role } from "../role/Role";
@@ -15,6 +22,8 @@ export class SingletonModuleComp extends ecs.Comp {
initialize: Initialize = null!; initialize: Initialize = null!;
/** 游戏地图 */ /** 游戏地图 */
map: GameMap = null!; map: GameMap = null!;
/** 游戏数据同步管理器 */
private gameDataSyncManager = gameDataSyncManager;
mission:any={ mission:any={
status:0, //0:未开始 1:进行中 2:胜利 3:失败 status:0, //0:未开始 1:进行中 2:胜利 3:失败
play:false, play:false,
@@ -22,36 +31,36 @@ export class SingletonModuleComp extends ecs.Comp {
in_select:false, in_select:false,
in_fight:false, in_fight:false,
}; };
guides:any=[0,0,0,0,0]
current_guide:number=0
data:any={ data:any={
score:0, score:0,
mission:1, mission:1,
gold:100, //升级主要资源 gold:100, //升级主要资源
diamond:100, //商店购买 及 双倍奖励资源 diamond:100, //商店购买 及 双倍奖励资源
meat:0, meat:0,
exp:0, //升级经验 exp:0,
ghstone:0, //英雄石 绿色 普通英雄升星 task:0,
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
} }
fight_heros:any={ shop:any={
0:5001, daily:[1001,1004,1002,1005],
1:5005, weekly:[],
2:0, monthly:[],
3:0, special:[],
4:0, 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 = { heros:any = {
5001:{uuid:5001,lv:1}, 5001:{uuid:5001,lv:1},
5005:{uuid:5005,lv:1}, 5005:{uuid:5005,lv:1},
5007:{uuid:5007,lv:1},
}; };
items:any={
}
tals:any={
}
equips:any={
}
monsters:any = []; monsters:any = [];
sk_info:any = [] sk_info:any = []
monsters_dead:any = [] monsters_dead:any = []
@@ -61,32 +70,14 @@ export class SingletonModuleComp extends ecs.Comp {
game_over:false, game_over:false,
game_pause:false, game_pause:false,
mission_data:{ 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 mon_num:0,//怪物数量
hero_num:0,//英雄数量 hero_num:0,//英雄数量
wave_time_num:0,//波次时间 wave_time_num:0,//波次时间
in_fight:false, in_fight:false,
fight_time:0,//战斗时间 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() { vmAdd() {
VM.add(this.vmdata, "data"); 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 * 判断是否为微信客户端
*/ */
initDefaultData() { private isWxClient(): boolean {
// 确保出战英雄有默认值 // 检查是否存在微信API
if (!this.fight_heros || Object.keys(this.fight_heros).length === 0) { return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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);
} }
/** finishGuide(index:number){
* 保存游戏数据到本地存储 smc.guides[index]=1
*/ this.syncGuide()
saveGameData() {
try {
// 保存出战英雄数据
const fightHerosJson = JSON.stringify(this.fight_heros);
oops.storage.set("fight_heros", fightHerosJson);
// 保存英雄属性数据
const herosJson = JSON.stringify(this.heros);
oops.storage.set("heros", herosJson);
// 保存游戏数据(金币、钻石等)
const dataJson = JSON.stringify(this.data);
oops.storage.set("game_data", dataJson);
console.log("[SMC]: 游戏数据已保存 - 出战英雄:", this.fight_heros, "英雄属性:", this.heros, "游戏数据:", this.data);
return true;
} catch (error) {
console.error("[SMC]: 保存游戏数据失败:", error);
return false;
}
}
/**
* 保存英雄数据到本地存储(兼容旧方法名)
*/
saveHeroData() {
return this.saveGameData();
}
/**
* 从本地存储加载游戏数据
*/
loadGameData() {
console.log("[SMC]: 加载游戏数据")
try {
let hasAnyData = false;
// 加载出战英雄数据
const savedFightHeros = oops.storage.get("fight_heros");
if (savedFightHeros && savedFightHeros !== "") {
const fightHerosData = JSON.parse(savedFightHeros);
this.fight_heros = fightHerosData;
console.log("[SMC]: 从本地加载出战英雄数据:", fightHerosData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地出战英雄数据,使用默认配置");
}
// 加载英雄属性数据
const savedHeros = oops.storage.get("heros");
if (savedHeros && savedHeros !== "") {
const herosData = JSON.parse(savedHeros);
this.heros = herosData;
console.log("[SMC]: 从本地加载英雄属性数据:", herosData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地英雄属性数据,使用默认配置");
}
// 加载游戏数据
const savedData = oops.storage.get("game_data");
if (savedData && savedData !== "") {
const gameData = JSON.parse(savedData);
this.data = gameData;
console.log("[SMC]: 从本地加载游戏数据:", gameData);
hasAnyData = true;
} else {
console.log("[SMC]: 未找到本地游戏数据,使用默认配置");
}
// 如果没有任何本地数据,说明是首次启动,初始化并保存默认数据
if (!hasAnyData) {
console.log("[SMC]: 首次启动,初始化默认游戏数据");
this.initDefaultData();
this.saveGameData();
return true; // 首次启动也算成功
}
return hasAnyData;
} catch (error) {
console.error("[SMC]: 加载游戏数据失败:", error);
return false;
}
}
/**
* 从本地存储加载英雄数据(兼容旧方法名)
*/
loadHeroData() {
return this.loadGameData();
}
/**
* 设置出战英雄
* @param position 出战位置 (0-4)
* @param heroId 英雄ID0表示移除
* @param autoSave 是否自动保存 (默认true)
*/
setFightHero(position: number, heroId: number, autoSave: boolean = true) {
if (position < 0 || position > 4) {
console.warn("[SMC]: 出战位置无效:", position);
return false;
}
this.fight_heros[position] = heroId;
console.log(`[SMC]: 设置出战位置${position} -> 英雄${heroId}`);
if (autoSave) {
this.saveGameData();
}
return true;
}
/**
* 获取出战英雄ID
* @param position 出战位置 (0-4)
*/
getFightHero(position: number): number {
if (position < 0 || position > 4) {
console.warn("[SMC]: 出战位置无效:", position);
return 0;
}
return this.fight_heros[position] || 0;
}
/**
* 获取当前出战英雄列表(不包含空位)
*/
getActiveFightHeros(): number[] {
const activeHeros: number[] = [];
for (let i = 0; i < 5; i++) {
const heroId = this.fight_heros[i];
if (heroId && heroId > 0) {
activeHeros.push(heroId);
}
}
return activeHeros;
}
/**
* 设置英雄属性
* @param heroId 英雄ID
* @param property 属性名 (如: lv, exp等)
* @param value 属性值
* @param autoSave 是否自动保存 (默认true)
*/
setHeroProperty(heroId: number, property: string, value: any, autoSave: boolean = true) {
if (!this.heros[heroId]) {
this.heros[heroId] = {};
}
this.heros[heroId][property] = value;
console.log(`[SMC]: 设置英雄${heroId}${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
/**
* 获取英雄属性
* @param heroId 英雄ID
* @param property 属性名
* @param defaultValue 默认值
*/
getHeroProperty(heroId: number, property: string, defaultValue: any = null): any {
if (!this.heros[heroId]) {
return defaultValue;
}
return this.heros[heroId][property] !== undefined ? this.heros[heroId][property] : defaultValue;
}
/**
* 英雄升级
* @param heroId 英雄ID
* @param levels 升级级数 (默认1级)
* @param autoSave 是否自动保存 (默认true)
*/
levelUpHero(heroId: number, levels: number = 1, autoSave: boolean = true) {
const currentLevel = this.getHeroProperty(heroId, "lv", 1);
const newLevel = currentLevel + levels;
this.setHeroProperty(heroId, "lv", newLevel, autoSave);
console.log(`[SMC]: 英雄${heroId}升级: ${currentLevel} -> ${newLevel}`);
}
getHasHeroUUID() {
return Object.keys(this.heros).map(Number)
}
/**
* 获取英雄等级
* @param heroId 英雄ID
*/
getHeroLevel(heroId: number): number {
return this.getHeroProperty(heroId, "lv", 1);
}
/**
* 清除所有本地存储数据
*/
clearAllSaveData() {
try {
oops.storage.remove("fight_heros");
oops.storage.remove("heros");
oops.storage.remove("game_data");
console.log("[SMC]: 已清除所有本地存储数据");
return true;
} catch (error) {
console.error("[SMC]: 清除存储数据失败:", error);
return false;
}
}
/**
* 重置英雄数据为默认值
* @param autoSave 是否自动保存 (默认true)
*/
resetHeroData(autoSave: boolean = true) {
// 重置为默认出战英雄
this.fight_heros = {
0: 5001,
1: 5005,
2: 0,
3: 0,
4: 0,
};
// 重置为默认英雄属性
this.heros = {
5001: {lv: 1},
5005: {lv: 1},
5007: {lv: 1},
};
console.log("[SMC]: 英雄数据已重置为默认值");
if (autoSave) {
this.saveGameData();
}
}
// ==================== 游戏数据管理方法 ====================
/**
* 设置游戏数据属性
* @param property 属性名 (如: score, mission, gold, diamond)
* @param value 属性值
* @param autoSave 是否自动保存 (默认true)
*/
setGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = value;
this.vmdata.mission_data[property] = value;
console.log(`[SMC]: 设置游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
addGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = this.data[property] + value;
this.vmdata.mission_data[property] = this.data[property]
console.log(`[SMC]:增加游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
spendGameProperty(property: string, value: any, autoSave: boolean = true) {
this.data[property] = this.data[property] - value;
this.vmdata.mission_data[property] = this.data[property]
console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}`);
if (autoSave) {
this.saveGameData();
}
}
/**
* 获取游戏数据属性
* @param property 属性名
* @param defaultValue 默认值
*/
getGameProperty(property: string, defaultValue: any = null): any {
return this.data[property] !== undefined ? this.data[property] : defaultValue;
}
syncData(){
this.vmdata.mission_data.gold=this.getGameProperty("gold", 0)
this.vmdata.mission_data.meat=this.getGameProperty("meat", 0)
this.vmdata.mission_data.diamond=this.getGameProperty("diamond", 0)
this.vmdata.mission_data.mission=this.getGameProperty("mission", 1)
this.vmdata.mission_data.score=this.getGameProperty("score", 0)
this.vmdata.mission_data.exp=this.getGameProperty("exp", 0)
// // 计算章节和关卡等级
// const currentMission = this.getGameProperty("mission", 1)
// this.vmdata.mission_data.chapter = Math.floor((currentMission - 1) / 10) + 1
// this.vmdata.mission_data.level = ((currentMission - 1) % 10) + 1
}
initReward(){
this.vmdata.reward.gold=0
this.vmdata.reward.meat=0
this.vmdata.reward.diamond=0
this.vmdata.reward.score=0
this.vmdata.reward.exp=0
this.vmdata.reward.gcard=0
this.vmdata.reward.bcard=0
this.vmdata.reward.pcard=0
this.vmdata.reward.ycard=0
}
/**
* 增加金币
* @param amount 金币数量
* @param autoSave 是否自动保存 (默认true)
*/
addGold(amount: number, autoSave: boolean = true) {
const currentGold = this.getGameProperty("gold", 0);
const newGold = Math.max(0, currentGold + amount);
this.setGameProperty("gold", newGold, autoSave);
console.log(`[SMC]: 金币变更: ${currentGold} -> ${newGold} (${amount > 0 ? '+' : ''}${amount})`);
return newGold;
} }
/** syncGuide(){
* 消耗金币 //存储到远程服务器 后续再添加
* @param amount 消耗数量 }
* @param autoSave 是否自动保存 (默认true) //调试用
* @returns 是否成功消耗 syncDataFromLocal(){
*/ if(this.isWxClient()) return
spendGold(amount: number, autoSave: boolean = true): boolean { const loginResult = new Test().load_data_from_local()
const currentGold = this.getGameProperty("gold", 0); this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
if (currentGold < amount) { }
console.warn(`[SMC]: 金币不足,当前: ${currentGold}, 需要: ${amount}`);
return false; 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; return true;
} }
addItem(item_uuid:number,count:number,autoSave:boolean=true){
/** if(this.isWxClient()){
* 增加钻石 if(this.gameDataSyncManager.addItem(item_uuid,count)){
* @param amount 钻石数量 this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
* @param autoSave 是否自动保存 (默认true) return true
*/ }
addDiamond(amount: number, autoSave: boolean = true) { return false
const currentDiamond = this.getGameProperty("diamond", 0);
const newDiamond = Math.max(0, currentDiamond + amount);
this.setGameProperty("diamond", newDiamond, autoSave);
console.log(`[SMC]: 钻石变更: ${currentDiamond} -> ${newDiamond} (${amount > 0 ? '+' : ''}${amount})`);
return newDiamond;
}
/**
* 消耗钻石
* @param amount 消耗数量
* @param autoSave 是否自动保存 (默认true)
* @returns 是否成功消耗
*/
spendDiamond(amount: number, autoSave: boolean = true): boolean {
const currentDiamond = this.getGameProperty("diamond", 0);
if (currentDiamond < amount) {
console.warn(`[SMC]: 钻石不足,当前: ${currentDiamond}, 需要: ${amount}`);
return false;
} }
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
this.addDiamond(-amount, autoSave); return true
return true;
} }
spendItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
/** if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
* 增加关卡进度 this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
* @param amount 增加的关卡数 (默认1) return true
* @param autoSave 是否自动保存 (默认true) }
*/ return false
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();
} }
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); export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);

View File

@@ -1,5 +1,5 @@
{ {
"ver": "4.0.23", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "58714c1c-3ffe-4ad1-959a-82e5dfeb2dc3", "uuid": "58714c1c-3ffe-4ad1-959a-82e5dfeb2dc3",

View 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()
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "893646a7-1cf0-4c80-8fe1-39ac111130fc",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -62,3 +62,57 @@ export enum HeroConSet{
INFO=0, INFO=0,
SELECT=1, 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';
}
}
}

View File

@@ -1,5 +1,5 @@
{ {
"ver": "4.0.23", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "28d11009-6d68-462a-9880-8b31cf5975fd", "uuid": "28d11009-6d68-462a-9880-8b31cf5975fd",

View File

@@ -7,6 +7,7 @@ import { BuffAttr, getSkills, HeroSkillList, SkillSet } from "./SkillSet"
import { equip_list, weapons, armors, accessorys, getEquipUUIDsByType } from "./Equips" import { equip_list, weapons, armors, accessorys, getEquipUUIDsByType } from "./Equips"
import { getEnhancement } from "./LevelUp" import { getEnhancement } from "./LevelUp"
import { TalentList } from "./TalentSet" import { TalentList } from "./TalentSet"
import { QualitySet } from "./BoxSet"
//1:伙伴 2:技能 3:装备的出现概率配置 //1:伙伴 2:技能 3:装备的出现概率配置
export const CardProbability={ export const CardProbability={
@@ -154,24 +155,18 @@ export const CTarget={
ENEMY:2, //敌人 ENEMY:2, //敌人
ALL:3, //所有 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 SuperCardsList=[3101,3102,3103,3104,3105,3106];
export const SuperCards={ 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"}, 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"}, 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"}, 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}, 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:Quality.ORANGE,path:"3107",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.HP_MAX,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:Quality.ORANGE,path:"3108",CTarget:CTarget.MASTER,type:SuperCardsType.BUFF,value1:BuffAttr.DEF,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},
} }

View File

@@ -1,5 +1,5 @@
{ {
"ver": "4.0.23", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "ffda71d7-624d-40de-8c09-712edd44bfdc", "uuid": "ffda71d7-624d-40de-8c09-712edd44bfdc",

View File

@@ -1,3 +1,4 @@
import { QualitySet } from "./BoxSet";
import { BuffAttr } from "./SkillSet"; import { BuffAttr } from "./SkillSet";
// 装备路径配置表 // 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 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 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 // 剑类武器UUID列表 - 根据wp.md配置
export const swordWeapons = [ export const swordWeapons = [
@@ -316,7 +309,7 @@ export interface EquipData {
uuid: number; // 装备唯一ID uuid: number; // 装备唯一ID
name: string; // 装备名称 name: string; // 装备名称
type: EquipType; // 装备类型 type: EquipType; // 装备类型
quality: Quality; // 装备品质 quality: QualitySet; // 装备品质
path: string; // 文件名 path: string; // 文件名
info: string; // 装备描述 info: string; // 装备描述
special_attr: EquipSpecialAttrData[]; // 特殊属性数组 special_attr: EquipSpecialAttrData[]; // 特殊属性数组
@@ -331,7 +324,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 2101, uuid: 2101,
name: "穿刺短剑", name: "穿刺短剑",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["穿刺短剑"], path: EPath["穿刺短剑"],
info: "攻击力增加170%穿透1个目标", info: "攻击力增加170%穿透1个目标",
special_attr: [], special_attr: [],
@@ -346,7 +339,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 2102, uuid: 2102,
name: "寒锋长剑", name: "寒锋长剑",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["寒锋长剑"], path: EPath["寒锋长剑"],
info: "攻击力增加230%穿透2个目标30%穿刺伤害", info: "攻击力增加230%穿透2个目标30%穿刺伤害",
special_attr: [], special_attr: [],
@@ -362,7 +355,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 2103, uuid: 2103,
name: "龙鳞穿刺者", name: "龙鳞穿刺者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["龙鳞穿刺者"], 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", info: "攻击力增加290%穿透3个目标40%穿刺伤害",
special_attr: [], special_attr: [],
@@ -378,7 +371,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 2104, uuid: 2104,
name: "冰霜穿刺者", name: "冰霜穿刺者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["冰霜穿刺者"], 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%", info: "攻击力增加290%穿透3个目标冰冻概率25%",
special_attr: [], special_attr: [],
@@ -398,7 +391,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 3101, uuid: 3101,
name: "风暴战斧", name: "风暴战斧",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["风暴战斧"], path: EPath["风暴战斧"],
info: "攻击力增加220%风怒概率40%", info: "攻击力增加220%风怒概率40%",
special_attr: [], special_attr: [],
@@ -413,7 +406,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 3102, uuid: 3102,
name: "寒锋巨斧", name: "寒锋巨斧",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["寒锋巨斧"], path: EPath["寒锋巨斧"],
info: "攻击力增加280%风怒概率50%", info: "攻击力增加280%风怒概率50%",
special_attr: [], special_attr: [],
@@ -428,7 +421,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 3105, uuid: 3105,
name: "龙鳞撕裂者", name: "龙鳞撕裂者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["龙鳞撕裂者"], path: EPath["龙鳞撕裂者"],
info: "攻击力增加340%风怒概率60%击退概率27%", info: "攻击力增加340%风怒概率60%击退概率27%",
special_attr: [], special_attr: [],
@@ -444,7 +437,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 3106, uuid: 3106,
name: "泰坦撕裂者", name: "泰坦撕裂者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["泰坦撕裂者"], 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%", info: "攻击力增加300%风怒概率60%击晕概率12.5%",
special_attr: [], special_attr: [],
@@ -465,7 +458,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 5101, uuid: 5101,
name: "碎骨战锤", name: "碎骨战锤",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["碎骨战锤"], path: EPath["碎骨战锤"],
info: "攻击力增加240%暴击率20%,暴击伤害+35%", info: "攻击力增加240%暴击率20%,暴击伤害+35%",
special_attr: [], special_attr: [],
@@ -481,7 +474,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 5102, uuid: 5102,
name: "雷霆重锤", name: "雷霆重锤",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["雷霆重锤"], path: EPath["雷霆重锤"],
info: "攻击力增加310%暴击率25%,暴击伤害+45%", info: "攻击力增加310%暴击率25%,暴击伤害+45%",
special_attr: [], special_attr: [],
@@ -497,7 +490,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 5103, uuid: 5103,
name: "龙鳞粉碎者", name: "龙鳞粉碎者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["龙鳞粉碎者"], 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%", info: "攻击力增加360%暴击率30%,暴击伤害+70%,击晕概率+15%",
special_attr: [], special_attr: [],
@@ -514,7 +507,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 5104, uuid: 5104,
name: "泰坦粉碎者", name: "泰坦粉碎者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["泰坦粉碎者"], path: EPath["泰坦粉碎者"],
info: "攻击力增加360%暴击率30%击晕概率30%", info: "攻击力增加360%暴击率30%击晕概率30%",
special_attr: [], special_attr: [],
@@ -535,7 +528,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 6101, uuid: 6101,
name: "影刃", name: "影刃",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["影刃"], path: EPath["影刃"],
info: "攻击力增加180%,攻击施加易伤(25%)", info: "攻击力增加180%,攻击施加易伤(25%)",
special_attr: [], special_attr: [],
@@ -550,7 +543,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 6102, uuid: 6102,
name: "寒月双刃", name: "寒月双刃",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["寒月双刃"], path: EPath["寒月双刃"],
info: "攻击力增加245%,攻击施加易伤(35%)", info: "攻击力增加245%,攻击施加易伤(35%)",
special_attr: [], special_attr: [],
@@ -565,7 +558,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 6103, uuid: 6103,
name: "龙鳞切割者", name: "龙鳞切割者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["龙鳞切割者"], 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", info: "攻击力增加300%,攻击施加易伤(45%),易伤持续次数+1",
special_attr: [], special_attr: [],
@@ -581,7 +574,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 6104, uuid: 6104,
name: "冰霜切割者", name: "冰霜切割者",
type: EquipType.WEAPON, type: EquipType.WEAPON,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["冰霜切割者"], 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%", info: "攻击力增加300%,攻击施加易伤(45%)冰冻概率25%",
special_attr: [], special_attr: [],
@@ -604,7 +597,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4101, uuid: 4101,
name: "风影圆盾", name: "风影圆盾",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["风影圆盾"], path: EPath["风影圆盾"],
info: "生命值+40%闪避40%", info: "生命值+40%闪避40%",
special_attr: [], special_attr: [],
@@ -617,7 +610,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4102, uuid: 4102,
name: "流光护盾", name: "流光护盾",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["流光护盾"], path: EPath["流光护盾"],
info: "生命值+45%闪避40%Debuff减免15%", info: "生命值+45%闪避40%Debuff减免15%",
special_attr: [], special_attr: [],
@@ -631,7 +624,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4103, uuid: 4103,
name: "量子闪避者", name: "量子闪避者",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["量子闪避者"], path: EPath["量子闪避者"],
info: "生命值+50%闪避45%免伤15%", info: "生命值+50%闪避45%免伤15%",
special_attr: [], special_attr: [],
@@ -650,7 +643,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4111, uuid: 4111,
name: "荆棘木盾", name: "荆棘木盾",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["荆棘木盾"], path: EPath["荆棘木盾"],
info: "生命值+85%反伤30%", info: "生命值+85%反伤30%",
special_attr: [], special_attr: [],
@@ -663,7 +656,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4112, uuid: 4112,
name: "钢铁尖刺", name: "钢铁尖刺",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["钢铁尖刺"], path: EPath["钢铁尖刺"],
info: "生命值+90%反伤30%Debuff减免15%", info: "生命值+90%反伤30%Debuff减免15%",
special_attr: [], special_attr: [],
@@ -677,7 +670,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4113, uuid: 4113,
name: "龙鳞反伤者", name: "龙鳞反伤者",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["龙鳞反伤者"], path: EPath["龙鳞反伤者"],
info: "生命值+110%反伤35%免伤15%", info: "生命值+110%反伤35%免伤15%",
special_attr: [], special_attr: [],
@@ -697,7 +690,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4121, uuid: 4121,
name: "守护圆盾", name: "守护圆盾",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["守护圆盾"], path: EPath["守护圆盾"],
info: "生命值+65%免伤20%", info: "生命值+65%免伤20%",
special_attr: [], special_attr: [],
@@ -710,7 +703,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4122, uuid: 4122,
name: "圣光壁垒", name: "圣光壁垒",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["圣光壁垒"], path: EPath["圣光壁垒"],
info: "生命值+70%免伤20%Debuff减免15%", info: "生命值+70%免伤20%Debuff减免15%",
special_attr: [], special_attr: [],
@@ -724,7 +717,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 4123, uuid: 4123,
name: "永恒守护者", name: "永恒守护者",
type: EquipType.ARMOR, type: EquipType.ARMOR,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["永恒守护者"], path: EPath["永恒守护者"],
info: "生命值+75%免伤25%闪避15%", info: "生命值+75%免伤25%闪避15%",
special_attr: [], special_attr: [],
@@ -743,7 +736,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7401, uuid: 7401,
name: "磐石戒指", name: "磐石戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["磐石戒指"], path: EPath["磐石戒指"],
info: "生命值+60%", info: "生命值+60%",
special_attr: [], special_attr: [],
@@ -756,7 +749,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7402, uuid: 7402,
name: "刚玉戒指", name: "刚玉戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["刚玉戒指"], path: EPath["刚玉戒指"],
info: "免伤+25%", info: "免伤+25%",
special_attr: [], special_attr: [],
@@ -770,7 +763,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7403, uuid: 7403,
name: "烈阳戒指", name: "烈阳戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["烈阳戒指"], path: EPath["烈阳戒指"],
info: "攻击+55%", info: "攻击+55%",
special_attr: [], special_attr: [],
@@ -783,7 +776,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7404, uuid: 7404,
name: "雷暴耳饰", name: "雷暴耳饰",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["雷暴耳饰"], path: EPath["雷暴耳饰"],
info: "暴伤+40%", info: "暴伤+40%",
special_attr: [], special_attr: [],
@@ -797,7 +790,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7405, uuid: 7405,
name: "迷雾耳饰", name: "迷雾耳饰",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["迷雾耳饰"], path: EPath["迷雾耳饰"],
info: "闪避+15%", info: "闪避+15%",
special_attr: [], special_attr: [],
@@ -810,7 +803,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7406, uuid: 7406,
name: "荆棘耳饰", name: "荆棘耳饰",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.GREEN, quality: QualitySet.GREEN,
path: EPath["荆棘耳饰"], path: EPath["荆棘耳饰"],
info: "反伤+20%", info: "反伤+20%",
special_attr: [], special_attr: [],
@@ -825,7 +818,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7421, uuid: 7421,
name: "星辉耳饰", name: "星辉耳饰",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["星辉耳饰"], path: EPath["星辉耳饰"],
info: "生命值+40%,免伤+20%", info: "生命值+40%,免伤+20%",
special_attr: [], special_attr: [],
@@ -839,7 +832,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7422, uuid: 7422,
name: "霜晶耳饰", name: "霜晶耳饰",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["霜晶耳饰"], path: EPath["霜晶耳饰"],
info: "攻击+40%,暴伤+30%", info: "攻击+40%,暴伤+30%",
special_attr: [], special_attr: [],
@@ -853,7 +846,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7423, uuid: 7423,
name: "流光吊坠", name: "流光吊坠",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["流光吊坠"], path: EPath["流光吊坠"],
info: "生命值+35%,闪避+15%", info: "生命值+35%,闪避+15%",
special_attr: [], special_attr: [],
@@ -867,7 +860,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7424, uuid: 7424,
name: "地脉指环", name: "地脉指环",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["地脉指环"], path: EPath["地脉指环"],
info: "免伤+20%,反伤+15%", info: "免伤+20%,反伤+15%",
special_attr: [], special_attr: [],
@@ -881,7 +874,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7425, uuid: 7425,
name: "炎阳戒指", name: "炎阳戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["炎阳戒指"], path: EPath["炎阳戒指"],
info: "攻击+45%,闪避+10%", info: "攻击+45%,闪避+10%",
special_attr: [], special_attr: [],
@@ -896,7 +889,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7426, uuid: 7426,
name: "潮汐戒指", name: "潮汐戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.BLUE, quality: QualitySet.BLUE,
path: EPath["潮汐戒指"], path: EPath["潮汐戒指"],
info: "暴伤+35%,反伤+15%", info: "暴伤+35%,反伤+15%",
special_attr: [], special_attr: [],
@@ -913,7 +906,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7441, uuid: 7441,
name: "天穹戒指", name: "天穹戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["天穹戒指"], 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", info: "生命值+45%,免伤+20%,攻击触发属性增加额外加值+2",
special_attr: [ special_attr: [
@@ -930,7 +923,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7442, uuid: 7442,
name: "神木戒指", name: "神木戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["神木戒指"], path: EPath["神木戒指"],
info: "攻击+50%,暴伤+35%,暴击+10%", info: "攻击+50%,暴伤+35%,暴击+10%",
special_attr: [], special_attr: [],
@@ -945,7 +938,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7443, uuid: 7443,
name: "日曜戒指", name: "日曜戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["日曜戒指"], 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", info: "生命值+40%,攻击+45%,攻击触发增加主将攻击力+2",
special_attr: [ special_attr: [
@@ -962,7 +955,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7444, uuid: 7444,
name: "月影项链", name: "月影项链",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["月影项链"], 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", info: "免伤+20%,暴伤+35%攻击触发增加主将生命值10",
special_attr: [ special_attr: [
@@ -978,7 +971,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7445, uuid: 7445,
name: "星尘项链", name: "星尘项链",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["星尘项链"], path: EPath["星尘项链"],
info: "闪避+15%,攻击+50%技能冷却减少20%", info: "闪避+15%,攻击+50%技能冷却减少20%",
special_attr: [], special_attr: [],
@@ -993,7 +986,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7446, uuid: 7446,
name: "深渊戒指", name: "深渊戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["深渊戒指"], path: EPath["深渊戒指"],
info: "反伤+15%,生命值+50%,穿刺+2", info: "反伤+15%,生命值+50%,穿刺+2",
special_attr: [], special_attr: [],
@@ -1008,7 +1001,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
uuid: 7447, uuid: 7447,
name: "永夜戒指", name: "永夜戒指",
type: EquipType.ACCESSORY, type: EquipType.ACCESSORY,
quality: Quality.PURPLE, quality: QualitySet.PURPLE,
path: EPath["永夜戒指"], path: EPath["永夜戒指"],
info: "免伤+25%,暴伤+35%,双倍受击触发+2", info: "免伤+25%,暴伤+35%,双倍受击触发+2",
special_attr: [ special_attr: [

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