- 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
224 lines
7.3 KiB
TypeScript
224 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { WxCloudApi, UserGameData } from "../wx_clound_client_api/WxCloudApi";
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import { Test } from "./Test";
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import { GameEvent } from "./config/GameEvent";
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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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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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guides:any=[0,0,0,0,0]
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current_guide:number=0
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data:any={
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score:0,
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mission:1,
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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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task:0,
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}
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fight_hero: number = 5001; // 单个出战英雄
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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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};
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monsters: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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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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coin:0,
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},
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gold: 100, // 金币数据(MVVM绑定字段)
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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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* 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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finishGuide(index:number){
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smc.guides[index]=1
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//存储到远程服务器 后续再添加
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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.overrideLocalDataWithRemote(loginResult, "本地调试");
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}
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* @param remoteData 远程数据(云端或本地调试)
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* @param dataSource 数据源描述
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*/
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async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
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try {
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// 直接覆盖基础游戏数据
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if (remoteData.data) {
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// 保留原有的data字段数据
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Object.assign(this.data, remoteData.data);
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// 同步gold到vmdata
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if (remoteData.data.gold !== undefined) {
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this.vmdata.gold = remoteData.data.gold;
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}
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}
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// 直接覆盖出战英雄配置
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if (remoteData.fight_heros) {
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this.fight_hero = remoteData.fight_heros[0] || this.fight_hero;
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}
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// 直接覆盖英雄数据
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if (remoteData.heros) {
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this.heros = { ...remoteData.heros };
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}
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} catch (error) {
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console.error(`[SMC]: ${dataSource}数据覆盖失败:`, error);
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}
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}
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addHero(hero_uuid:number,autoSave:boolean=true){
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if(this.isWxClient()){
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// 适配原有接口,保持与云函数的兼容性
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const result = WxCloudApi.addHero(hero_uuid);
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result.then((res) => {
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if(res.result.code === 200) {
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this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
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return true
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}
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return false
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}).catch((error) => {
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console.error(`[SMC]: 添加英雄异常:`, error);
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this.error()
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return false
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});
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}
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this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
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return true
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}
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// 设置单个出战英雄
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setFightHero(heroId: number, autoSave: boolean = true) {
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this.fight_hero = heroId;
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if (this.isWxClient()) {
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// 适配原有接口,保持与云函数的兼容性
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WxCloudApi.updateFightHeros({ 0: heroId }).then((result) => {
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if (result.result.code !== 200) {
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console.warn(`[SMC]: 出战英雄配置更新失败: ${result.result.msg}`);
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}
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}).catch((error) => {
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console.error(`[SMC]: 更新出战英雄配置异常:`, error);
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this.error()
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});
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}
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}
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// 获取出战英雄
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getFightHero(): number {
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return this.fight_hero;
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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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error(){
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oops.gui.toast("数据处理异常,请重试或重新登录")
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}
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addGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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WxCloudApi.addGameDataField("gold",gold).then((result) => {
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if(result.result.code === 200) {
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this.vmdata.gold += gold;
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this.data.gold = this.vmdata.gold; // 同步到data字段
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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} else {
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console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
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this.error()
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return false
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}
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}).catch((error) => {
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console.error(`[SMC]: 增加游戏数据异常:`, error);
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this.error()
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return false
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});
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}
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this.vmdata.gold += gold;
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this.data.gold = this.vmdata.gold; // 同步到data字段
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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spendGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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WxCloudApi.spendGameDataField("gold",gold).then((result) => {
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if(result.result.code === 200) {
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this.vmdata.gold -= gold;
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this.data.gold = this.vmdata.gold; // 同步到data字段
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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} else {
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console.warn(`[SMC]: 游戏数据消耗失败: ${result.result.msg}`);
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return false
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}
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}).catch((error) => {
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console.error(`[SMC]: 消耗游戏数据异常:`, error);
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this.error()
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return false
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});
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}
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this.vmdata.gold -= gold;
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this.data.gold = this.vmdata.gold; // 同步到data字段
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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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); |