528 lines
20 KiB
TypeScript
528 lines
20 KiB
TypeScript
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
|
||
*/
|