227 lines
7.3 KiB
TypeScript
227 lines
7.3 KiB
TypeScript
import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Initialize } from "../initialize/Initialize";
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import { GameMap } from "../map/GameMap";
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import { HeroUI, VmInfo } from "./config/Mission";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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import { gameDataSyncManager } from "./GameDataSyncManager";
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import { GameSet } from "./config/BoxSet";
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import { Test } from "./Test";
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// import { Role } from "../role/Role";
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// import { data } from "../data/data";
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/** 游戏模块 */
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@ecs.register('SingletonModule')
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export class SingletonModuleComp extends ecs.Comp {
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/** 游戏初始化模块 */
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initialize: Initialize = null!;
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/** 游戏地图 */
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map: GameMap = null!;
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/** 游戏数据同步管理器 */
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private gameDataSyncManager = gameDataSyncManager;
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mission:any={
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status:0, //0:未开始 1:进行中 2:胜利 3:失败
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play:false,
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pause:false,
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in_select:false,
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in_fight:false,
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};
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data:any={
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score:0,
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mission:1,
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gold:100, //升级主要资源
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diamond:100, //商店购买 及 双倍奖励资源
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meat:0,
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exp:0,
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}
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fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
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heros:any = {
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5001:{uuid:5001,lv:1},
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5005:{uuid:5005,lv:1},
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5007:{uuid:5007,lv:1},
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};
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itmes:any={
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}
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tals:any={
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}
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equips:any={
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}
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monsters:any = [];
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sk_info:any = []
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monsters_dead:any = []
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heros_dead:any = []
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enhancements:any=[]
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vmdata: any = {
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game_over:false,
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game_pause:false,
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data:{
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score:0,
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mission:1,
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gold:100, //升级主要资源
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diamond:100, //商店购买 及 双倍奖励资源
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meat:0,
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exp:0,
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},
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mission_data:{
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mon_num:0,//怪物数量
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hero_num:0,//英雄数量
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wave_time_num:0,//波次时间
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in_fight:false,
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fight_time:0,//战斗时间
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level:1,//关卡等级
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max_mission:4,//最大关卡
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},
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reward:{
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score:0,
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mission:0,
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gold:0, //升级主要资源
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diamond:0, //商店购买 及 双倍奖励资源
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meat:0,
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exp:0, //升级经验
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}
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};
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vmAdd() {
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VM.add(this.vmdata, "data");
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}
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reset() {
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for (var key in this.vmdata) {
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delete this.vmdata[key];
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}
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}
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// ==================== 数据管理方法 ====================
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/**
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* 同步数据到vmdata
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*/
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syncData(){
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this.vmdata.data = this.data;
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}
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/**
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* 判断是否为微信客户端
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*/
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private isWxClient(): boolean {
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// 检查是否存在微信API
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return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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}
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//调试用
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syncDataFromLocal(){
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if(this.isWxClient()) return
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const loginResult = new Test().load_data_from_local()
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this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
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}
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setFightHero(position:number,heroId:number,autoSave:boolean=true){
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this.fight_heros[position] = heroId;
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if(this.isWxClient()){
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this.updateFightHeros()
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}
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}
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updateFightHeros(){
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this.gameDataSyncManager.updateFightHeros(this.fight_heros);
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}
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resetFightHeros(){
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this.gameDataSyncManager.resetFightHeros();
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}
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getHasHeroUUID(){
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let heros=this.heros
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let heros_uuid=[]
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for(let key in heros){
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heros_uuid.push(heros[key].uuid)
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}
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return heros_uuid
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}
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levelUpHero(heroId:number,exp:number,gold:number){
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if(this.isWxClient()){
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let result=this.gameDataSyncManager.levelUpHero(heroId,exp,gold);
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if(result){
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this.heros[heroId].lv++;
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return true
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}
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return false
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}
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else{
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this.heros[heroId].lv++;
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return true
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}
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}
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// ==================== 统一的数据操作接口 ====================
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/**
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* 增加游戏数据属性(统一接口)
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* @param property 属性名
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* @param value 增加的值
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* @param autoSave 是否自动保存 (默认true)
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* @returns 操作结果
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*/
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async addGameProperty(property: string, value: any, autoSave: boolean = true): Promise<any> {
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const currentValue = this.data[property] || 0;
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const newValue = currentValue + value;
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this.data[property] = newValue;
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this.vmdata.data[property] = newValue;
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console.log(`[SMC]: 增加游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
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return newValue;
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}
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/**
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* 消耗游戏数据属性(统一接口)
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* - 支持单个字段:spendGameProperty('gold', 10)
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* - 支持多个字段:spendGameProperty({ gold: 10, exp: 5 })
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* 只有当所有字段都满足扣除条件时,才会一次性扣减
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* @param property 属性名或属性映射
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* @param value 消耗的值(当 property 为字符串时有效)
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* @param autoSave 是否自动保存 (默认true)
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* @returns 是否成功消耗
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*/
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async spendGameProperty(property: string | Record<string, number>, value: any = undefined, autoSave: boolean = true): Promise<boolean> {
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// 单字段扣除
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if (typeof property === 'string') {
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const currentValue = this.data[property] || 0;
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if (currentValue < value) {
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console.warn(`[SMC]: ${property} 不足,当前: ${currentValue}, 需要: ${value}`);
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return false;
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}
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const newValue = currentValue - value;
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this.data[property] = newValue;
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this.vmdata.data[property] = newValue;
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console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
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return true;
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}
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// 多字段扣除(原子性:全部满足才扣)
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const deductions = property as Record<string, number>;
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// 1) 校验是否全部满足
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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const need = deductions[key] ?? 0;
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const current = this.data[key] || 0;
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if (current < need) {
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console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
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return false;
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}
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}
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// 2) 统一扣减
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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const need = deductions[key] ?? 0;
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const current = this.data[key] || 0;
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const next = current - need;
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this.data[key] = next;
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this.vmdata.data[key] = next;
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console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
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}
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return true;
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}
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}
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export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp); |