import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; 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"; // import { data } from "../data/data"; /** 游戏模块 */ @ecs.register('SingletonModule') export class SingletonModuleComp extends ecs.Comp { /** 游戏初始化模块 */ 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, pause:false, 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, task: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}, }; items:any={ } tals:any={ } equips:any={ } monsters:any = []; sk_info:any = [] monsters_dead:any = [] heros_dead:any = [] enhancements:any=[] vmdata: any = { game_over:false, game_pause:false, mission_data:{ 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 }, }; vmAdd() { VM.add(this.vmdata, "data"); } reset() { for (var key in this.vmdata) { delete this.vmdata[key]; } } // ==================== 数据管理方法 ==================== /** * 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'; } finishGuide(index:number){ smc.guides[index]=1 this.syncGuide() } 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, autoSave: boolean = true): Promise { 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; // 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}`); } return true; } 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.items[item_uuid] = (this.items[item_uuid] || 0) + count; return true } 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 } } export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);