570 lines
18 KiB
TypeScript
570 lines
18 KiB
TypeScript
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 { 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!;
|
||
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,
|
||
};
|
||
data:any={
|
||
score:0,
|
||
mission:1,
|
||
gold:100,
|
||
diamond:100,
|
||
meat:0,
|
||
exp:0,
|
||
}
|
||
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},
|
||
5007:{uuid:5007,lv:1},
|
||
};
|
||
|
||
monsters:any = [];
|
||
sk_info:any = []
|
||
monsters_dead:any = []
|
||
heros_dead:any = []
|
||
enhancements:any=[]
|
||
vmdata: any = {
|
||
game_over:false,
|
||
game_pause:false,
|
||
mission_data:{
|
||
gold:1000,//金币
|
||
exp:0,//经验
|
||
score:0,//分数
|
||
diamond:0,//钻石
|
||
mission:1,//关卡
|
||
chapter:1,//章节
|
||
level:1,//关卡等级
|
||
max_mission:4,//最大关卡
|
||
meat:0,//肉
|
||
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
|
||
},
|
||
reward:{
|
||
gold:0,
|
||
meat:0,
|
||
diamond:0,
|
||
score:0,
|
||
exp:0,
|
||
gcard:0,
|
||
bcard:0,
|
||
pcard:0,
|
||
ycard:0,
|
||
}
|
||
};
|
||
vmAdd() {
|
||
VM.add(this.vmdata, "data");
|
||
}
|
||
reset() {
|
||
for (var key in this.vmdata) {
|
||
delete this.vmdata[key];
|
||
}
|
||
}
|
||
|
||
// ==================== 本地存储管理方法 ====================
|
||
|
||
/**
|
||
* 初始化默认游戏数据
|
||
*/
|
||
initDefaultData() {
|
||
// 确保出战英雄有默认值
|
||
if (!this.fight_heros || Object.keys(this.fight_heros).length === 0) {
|
||
this.fight_heros = {
|
||
0: 5001,
|
||
1: 5005,
|
||
2: 0,
|
||
3: 0,
|
||
4: 0,
|
||
};
|
||
}
|
||
|
||
// 确保英雄属性有默认值
|
||
if (!this.heros || Object.keys(this.heros).length === 0) {
|
||
this.heros = {
|
||
5001: {lv: 1},
|
||
5005: {lv: 1},
|
||
5007: {lv: 1},
|
||
};
|
||
}
|
||
|
||
// 确保游戏数据有默认值
|
||
if (!this.data || Object.keys(this.data).length === 0) {
|
||
this.data = {
|
||
score: 888,
|
||
mission: 1,
|
||
gold: 100,
|
||
diamond: 100,
|
||
};
|
||
}
|
||
|
||
console.log("[SMC]: 默认数据已初始化 - 出战英雄:", this.fight_heros, "英雄属性:", this.heros, "游戏数据:", this.data);
|
||
}
|
||
|
||
/**
|
||
* 保存游戏数据到本地存储
|
||
*/
|
||
saveGameData() {
|
||
try {
|
||
// 保存出战英雄数据
|
||
const fightHerosJson = JSON.stringify(this.fight_heros);
|
||
oops.storage.set("fight_heros", fightHerosJson);
|
||
|
||
// 保存英雄属性数据
|
||
const herosJson = JSON.stringify(this.heros);
|
||
oops.storage.set("heros", herosJson);
|
||
|
||
// 保存游戏数据(金币、钻石等)
|
||
const dataJson = JSON.stringify(this.data);
|
||
oops.storage.set("game_data", dataJson);
|
||
|
||
console.log("[SMC]: 游戏数据已保存 - 出战英雄:", this.fight_heros, "英雄属性:", this.heros, "游戏数据:", this.data);
|
||
return true;
|
||
} catch (error) {
|
||
console.error("[SMC]: 保存游戏数据失败:", error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 保存英雄数据到本地存储(兼容旧方法名)
|
||
*/
|
||
saveHeroData() {
|
||
return this.saveGameData();
|
||
}
|
||
|
||
/**
|
||
* 从本地存储加载游戏数据
|
||
*/
|
||
loadGameData() {
|
||
console.log("[SMC]: 加载游戏数据")
|
||
try {
|
||
let hasAnyData = false;
|
||
|
||
// 加载出战英雄数据
|
||
const savedFightHeros = oops.storage.get("fight_heros");
|
||
if (savedFightHeros && savedFightHeros !== "") {
|
||
const fightHerosData = JSON.parse(savedFightHeros);
|
||
this.fight_heros = fightHerosData;
|
||
console.log("[SMC]: 从本地加载出战英雄数据:", fightHerosData);
|
||
hasAnyData = true;
|
||
} else {
|
||
console.log("[SMC]: 未找到本地出战英雄数据,使用默认配置");
|
||
}
|
||
|
||
// 加载英雄属性数据
|
||
const savedHeros = oops.storage.get("heros");
|
||
if (savedHeros && savedHeros !== "") {
|
||
const herosData = JSON.parse(savedHeros);
|
||
this.heros = herosData;
|
||
console.log("[SMC]: 从本地加载英雄属性数据:", herosData);
|
||
hasAnyData = true;
|
||
} else {
|
||
console.log("[SMC]: 未找到本地英雄属性数据,使用默认配置");
|
||
}
|
||
|
||
// 加载游戏数据
|
||
const savedData = oops.storage.get("game_data");
|
||
if (savedData && savedData !== "") {
|
||
const gameData = JSON.parse(savedData);
|
||
this.data = gameData;
|
||
console.log("[SMC]: 从本地加载游戏数据:", gameData);
|
||
hasAnyData = true;
|
||
} else {
|
||
console.log("[SMC]: 未找到本地游戏数据,使用默认配置");
|
||
}
|
||
|
||
// 如果没有任何本地数据,说明是首次启动,初始化并保存默认数据
|
||
if (!hasAnyData) {
|
||
console.log("[SMC]: 首次启动,初始化默认游戏数据");
|
||
this.initDefaultData();
|
||
this.saveGameData();
|
||
return true; // 首次启动也算成功
|
||
}
|
||
|
||
return hasAnyData;
|
||
} catch (error) {
|
||
console.error("[SMC]: 加载游戏数据失败:", error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 从本地存储加载英雄数据(兼容旧方法名)
|
||
*/
|
||
loadHeroData() {
|
||
return this.loadGameData();
|
||
}
|
||
|
||
/**
|
||
* 设置出战英雄
|
||
* @param position 出战位置 (0-4)
|
||
* @param heroId 英雄ID,0表示移除
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
setFightHero(position: number, heroId: number, autoSave: boolean = true) {
|
||
if (position < 0 || position > 4) {
|
||
console.warn("[SMC]: 出战位置无效:", position);
|
||
return false;
|
||
}
|
||
|
||
this.fight_heros[position] = heroId;
|
||
console.log(`[SMC]: 设置出战位置${position} -> 英雄${heroId}`);
|
||
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 获取出战英雄ID
|
||
* @param position 出战位置 (0-4)
|
||
*/
|
||
getFightHero(position: number): number {
|
||
if (position < 0 || position > 4) {
|
||
console.warn("[SMC]: 出战位置无效:", position);
|
||
return 0;
|
||
}
|
||
return this.fight_heros[position] || 0;
|
||
}
|
||
|
||
/**
|
||
* 获取当前出战英雄列表(不包含空位)
|
||
*/
|
||
getActiveFightHeros(): number[] {
|
||
const activeHeros: number[] = [];
|
||
for (let i = 0; i < 5; i++) {
|
||
const heroId = this.fight_heros[i];
|
||
if (heroId && heroId > 0) {
|
||
activeHeros.push(heroId);
|
||
}
|
||
}
|
||
return activeHeros;
|
||
}
|
||
|
||
/**
|
||
* 设置英雄属性
|
||
* @param heroId 英雄ID
|
||
* @param property 属性名 (如: lv, exp等)
|
||
* @param value 属性值
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
setHeroProperty(heroId: number, property: string, value: any, autoSave: boolean = true) {
|
||
if (!this.heros[heroId]) {
|
||
this.heros[heroId] = {};
|
||
}
|
||
|
||
this.heros[heroId][property] = value;
|
||
console.log(`[SMC]: 设置英雄${heroId}的${property} = ${value}`);
|
||
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取英雄属性
|
||
* @param heroId 英雄ID
|
||
* @param property 属性名
|
||
* @param defaultValue 默认值
|
||
*/
|
||
getHeroProperty(heroId: number, property: string, defaultValue: any = null): any {
|
||
if (!this.heros[heroId]) {
|
||
return defaultValue;
|
||
}
|
||
return this.heros[heroId][property] !== undefined ? this.heros[heroId][property] : defaultValue;
|
||
}
|
||
|
||
/**
|
||
* 英雄升级
|
||
* @param heroId 英雄ID
|
||
* @param levels 升级级数 (默认1级)
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
levelUpHero(heroId: number, levels: number = 1, autoSave: boolean = true) {
|
||
const currentLevel = this.getHeroProperty(heroId, "lv", 1);
|
||
const newLevel = currentLevel + levels;
|
||
this.setHeroProperty(heroId, "lv", newLevel, autoSave);
|
||
console.log(`[SMC]: 英雄${heroId}升级: ${currentLevel} -> ${newLevel}`);
|
||
}
|
||
getHasHeroUUID() {
|
||
return Object.keys(this.heros).map(Number)
|
||
}
|
||
/**
|
||
* 获取英雄等级
|
||
* @param heroId 英雄ID
|
||
*/
|
||
getHeroLevel(heroId: number): number {
|
||
return this.getHeroProperty(heroId, "lv", 1);
|
||
}
|
||
|
||
/**
|
||
* 清除所有本地存储数据
|
||
*/
|
||
clearAllSaveData() {
|
||
try {
|
||
oops.storage.remove("fight_heros");
|
||
oops.storage.remove("heros");
|
||
oops.storage.remove("game_data");
|
||
console.log("[SMC]: 已清除所有本地存储数据");
|
||
return true;
|
||
} catch (error) {
|
||
console.error("[SMC]: 清除存储数据失败:", error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 重置英雄数据为默认值
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
resetHeroData(autoSave: boolean = true) {
|
||
// 重置为默认出战英雄
|
||
this.fight_heros = {
|
||
0: 5001,
|
||
1: 5005,
|
||
2: 0,
|
||
3: 0,
|
||
4: 0,
|
||
};
|
||
|
||
// 重置为默认英雄属性
|
||
this.heros = {
|
||
5001: {lv: 1},
|
||
5005: {lv: 1},
|
||
5007: {lv: 1},
|
||
};
|
||
|
||
console.log("[SMC]: 英雄数据已重置为默认值");
|
||
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
|
||
// ==================== 游戏数据管理方法 ====================
|
||
|
||
/**
|
||
* 设置游戏数据属性
|
||
* @param property 属性名 (如: score, mission, gold, diamond)
|
||
* @param value 属性值
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
setGameProperty(property: string, value: any, autoSave: boolean = true) {
|
||
this.data[property] = value;
|
||
this.vmdata.mission_data[property] = value;
|
||
console.log(`[SMC]: 设置游戏数据 ${property} = ${value}`);
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
addGameProperty(property: string, value: any, autoSave: boolean = true) {
|
||
this.data[property] = this.data[property] + value;
|
||
this.vmdata.mission_data[property] = this.data[property]
|
||
console.log(`[SMC]:增加游戏数据 ${property} = ${value}`);
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
spendGameProperty(property: string, value: any, autoSave: boolean = true) {
|
||
this.data[property] = this.data[property] - value;
|
||
this.vmdata.mission_data[property] = this.data[property]
|
||
console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}`);
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
/**
|
||
* 获取游戏数据属性
|
||
* @param property 属性名
|
||
* @param defaultValue 默认值
|
||
*/
|
||
getGameProperty(property: string, defaultValue: any = null): any {
|
||
return this.data[property] !== undefined ? this.data[property] : defaultValue;
|
||
}
|
||
|
||
|
||
syncData(){
|
||
this.vmdata.mission_data.gold=this.getGameProperty("gold", 0)
|
||
this.vmdata.mission_data.meat=this.getGameProperty("meat", 0)
|
||
this.vmdata.mission_data.diamond=this.getGameProperty("diamond", 0)
|
||
this.vmdata.mission_data.mission=this.getGameProperty("mission", 1)
|
||
this.vmdata.mission_data.score=this.getGameProperty("score", 0)
|
||
this.vmdata.mission_data.exp=this.getGameProperty("exp", 0)
|
||
// // 计算章节和关卡等级
|
||
// const currentMission = this.getGameProperty("mission", 1)
|
||
// this.vmdata.mission_data.chapter = Math.floor((currentMission - 1) / 10) + 1
|
||
// this.vmdata.mission_data.level = ((currentMission - 1) % 10) + 1
|
||
}
|
||
initReward(){
|
||
this.vmdata.reward.gold=0
|
||
this.vmdata.reward.meat=0
|
||
this.vmdata.reward.diamond=0
|
||
this.vmdata.reward.score=0
|
||
this.vmdata.reward.exp=0
|
||
this.vmdata.reward.gcard=0
|
||
this.vmdata.reward.bcard=0
|
||
this.vmdata.reward.pcard=0
|
||
this.vmdata.reward.ycard=0
|
||
}
|
||
/**
|
||
* 增加金币
|
||
* @param amount 金币数量
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
addGold(amount: number, autoSave: boolean = true) {
|
||
const currentGold = this.getGameProperty("gold", 0);
|
||
const newGold = Math.max(0, currentGold + amount);
|
||
this.setGameProperty("gold", newGold, autoSave);
|
||
console.log(`[SMC]: 金币变更: ${currentGold} -> ${newGold} (${amount > 0 ? '+' : ''}${amount})`);
|
||
return newGold;
|
||
}
|
||
|
||
/**
|
||
* 消耗金币
|
||
* @param amount 消耗数量
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
* @returns 是否成功消耗
|
||
*/
|
||
spendGold(amount: number, autoSave: boolean = true): boolean {
|
||
const currentGold = this.getGameProperty("gold", 0);
|
||
if (currentGold < amount) {
|
||
console.warn(`[SMC]: 金币不足,当前: ${currentGold}, 需要: ${amount}`);
|
||
return false;
|
||
}
|
||
|
||
this.addGold(-amount, autoSave);
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* 增加钻石
|
||
* @param amount 钻石数量
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
addDiamond(amount: number, autoSave: boolean = true) {
|
||
const currentDiamond = this.getGameProperty("diamond", 0);
|
||
const newDiamond = Math.max(0, currentDiamond + amount);
|
||
this.setGameProperty("diamond", newDiamond, autoSave);
|
||
console.log(`[SMC]: 钻石变更: ${currentDiamond} -> ${newDiamond} (${amount > 0 ? '+' : ''}${amount})`);
|
||
return newDiamond;
|
||
}
|
||
|
||
/**
|
||
* 消耗钻石
|
||
* @param amount 消耗数量
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
* @returns 是否成功消耗
|
||
*/
|
||
spendDiamond(amount: number, autoSave: boolean = true): boolean {
|
||
const currentDiamond = this.getGameProperty("diamond", 0);
|
||
if (currentDiamond < amount) {
|
||
console.warn(`[SMC]: 钻石不足,当前: ${currentDiamond}, 需要: ${amount}`);
|
||
return false;
|
||
}
|
||
|
||
this.addDiamond(-amount, autoSave);
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* 增加关卡进度
|
||
* @param amount 增加的关卡数 (默认1)
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
addMission(amount: number = 1, autoSave: boolean = true) {
|
||
const currentMission = this.getGameProperty("mission", 1);
|
||
const newMission = currentMission + amount;
|
||
this.setGameProperty("mission", newMission, autoSave);
|
||
console.log(`[SMC]: 关卡进度增加: ${currentMission} -> ${newMission} (+${amount})`);
|
||
// 计算章节和关卡等级
|
||
// this.vmdata.mission_data.chapter = Math.floor((newMission - 1) / 10) + 1
|
||
// this.vmdata.mission_data.level = ((newMission - 1) % 10) + 1
|
||
return newMission;
|
||
}
|
||
|
||
|
||
/**
|
||
* 增加分数
|
||
* @param score 分数
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
addScore(score: number, autoSave: boolean = true) {
|
||
const currentScore = this.getGameProperty("score", 0);
|
||
const newScore = currentScore + score;
|
||
this.setGameProperty("score", newScore, autoSave);
|
||
console.log(`[SMC]: 分数增加: ${currentScore} -> ${newScore} (+${score})`);
|
||
return newScore;
|
||
}
|
||
|
||
/**
|
||
* 重置游戏数据为默认值
|
||
* @param autoSave 是否自动保存 (默认true)
|
||
*/
|
||
resetGameData(autoSave: boolean = true) {
|
||
this.data = {
|
||
score: 888,
|
||
mission: 1,
|
||
gold: 100,
|
||
diamond: 100,
|
||
};
|
||
|
||
console.log("[SMC]: 游戏数据已重置为默认值:", this.data);
|
||
|
||
if (autoSave) {
|
||
this.saveGameData();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 检查本地存储状态(调试用)
|
||
*/
|
||
checkLocalStorage() {
|
||
const fightHeros = oops.storage.get("fight_heros");
|
||
const heros = oops.storage.get("heros");
|
||
const gameData = oops.storage.get("game_data");
|
||
|
||
console.log("[SMC]: 本地存储状态检查:");
|
||
console.log(" - fight_heros:", fightHeros ? "存在" : "不存在", fightHeros);
|
||
console.log(" - heros:", heros ? "存在" : "不存在", heros);
|
||
console.log(" - game_data:", gameData ? "存在" : "不存在", gameData);
|
||
|
||
return {
|
||
hasFightHeros: !!fightHeros,
|
||
hasHeros: !!heros,
|
||
hasGameData: !!gameData,
|
||
isFirstTime: !fightHeros && !heros && !gameData
|
||
};
|
||
}
|
||
}
|
||
|
||
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp); |