Files
heros/assets/script/game/common/SingletonModuleComp.ts
walkpan cfb6819bc7 refactor(common): 重构游戏数据同步与单例模块代码
- 移除 GameDataSyncManager 类及相关依赖,简化数据同步管理逻辑
- 在 SingletonModuleComp 中集成数据管理功能,使用本地数组替代字典结构存储英雄数据
- 优化本地与云端数据同步方法,适配云函数接口改动
- 修改英雄判断逻辑,支持基于数组的查询方式
- 修正金币数据的增减接口,增加异步云调用与本地更新的统一处理
- 删除冗余注释及无用代码,提升代码可读性和维护性
- 调整数据结构定义和类型声明,保障类型安全与代码健壮性
2025-10-19 18:05:45 +08:00

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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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { WxCloudApi, UserGameData } from "../wx_clound_client_api/WxCloudApi";
import { Test } from "./Test";
import { GameEvent } from "./config/GameEvent";
/** 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!;
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,
diamond:100, //商店购买 及 双倍奖励资源
meat:0,
exp:0,
task:0,
}
fight_hero: number = 5001; // 单个出战英雄
heros:any = {
5001:{uuid:5001,lv:1},
5005:{uuid:5005,lv:1},
};
monsters: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
coin:0,
},
gold: 100, // 金币数据MVVM绑定字段
};
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
//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.overrideLocalDataWithRemote(loginResult, "本地调试");
}
/**
* 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 {
// 直接覆盖基础游戏数据
if (remoteData.data) {
// 保留原有的data字段数据
Object.assign(this.data, remoteData.data);
// 同步gold到vmdata
if (remoteData.data.gold !== undefined) {
this.vmdata.gold = remoteData.data.gold;
}
}
// 直接覆盖出战英雄配置
if (remoteData.fight_heros) {
this.fight_hero = remoteData.fight_heros[0] || this.fight_hero;
}
// 直接覆盖英雄数据
if (remoteData.heros) {
this.heros = { ...remoteData.heros };
}
} catch (error) {
console.error(`[SMC]: ${dataSource}数据覆盖失败:`, error);
}
}
addHero(hero_uuid:number,autoSave:boolean=true){
if(this.isWxClient()){
// 适配原有接口,保持与云函数的兼容性
const result = WxCloudApi.addHero(hero_uuid);
result.then((res) => {
if(res.result.code === 200) {
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
return true
}
return false
}).catch((error) => {
console.error(`[SMC]: 添加英雄异常:`, error);
this.error()
return false
});
}
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
return true
}
// 设置单个出战英雄
setFightHero(heroId: number, autoSave: boolean = true) {
this.fight_hero = heroId;
if (this.isWxClient()) {
// 适配原有接口,保持与云函数的兼容性
WxCloudApi.updateFightHeros({ 0: heroId }).then((result) => {
if (result.result.code !== 200) {
console.warn(`[SMC]: 出战英雄配置更新失败: ${result.result.msg}`);
}
}).catch((error) => {
console.error(`[SMC]: 更新出战英雄配置异常:`, error);
this.error()
});
}
}
// 获取出战英雄
getFightHero(): number {
return this.fight_hero;
}
getHasHeroUUID(){
let heros=this.heros
let heros_uuid=[]
for(let key in heros){
heros_uuid.push(heros[key].uuid)
}
return heros_uuid
}
error(){
oops.gui.toast("数据处理异常,请重试或重新登录")
}
addGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
WxCloudApi.addGameDataField("gold",gold).then((result) => {
if(result.result.code === 200) {
this.vmdata.gold += gold;
this.data.gold = this.vmdata.gold; // 同步到data字段
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
} else {
console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
this.error()
return false
}
}).catch((error) => {
console.error(`[SMC]: 增加游戏数据异常:`, error);
this.error()
return false
});
}
this.vmdata.gold += gold;
this.data.gold = this.vmdata.gold; // 同步到data字段
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
spendGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
WxCloudApi.spendGameDataField("gold",gold).then((result) => {
if(result.result.code === 200) {
this.vmdata.gold -= gold;
this.data.gold = this.vmdata.gold; // 同步到data字段
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
} else {
console.warn(`[SMC]: 游戏数据消耗失败: ${result.result.msg}`);
return false
}
}).catch((error) => {
console.error(`[SMC]: 消耗游戏数据异常:`, error);
this.error()
return false
});
}
this.vmdata.gold -= gold;
this.data.gold = this.vmdata.gold; // 同步到data字段
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
}
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);