569 lines
21 KiB
TypeScript
569 lines
21 KiB
TypeScript
import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
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import { smc } from "./SingletonModuleComp";
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/**
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* 游戏数据同步管理器
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* 负责管理fight_heros、heros、items、tals、equips的远程操作和本地同步
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* 只有在远程修改成功后才同步修改本地数据
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*/
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export class GameDataSyncManager {
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private static instance: GameDataSyncManager;
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private constructor() {}
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public static getInstance(): GameDataSyncManager {
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if (!GameDataSyncManager.instance) {
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GameDataSyncManager.instance = new GameDataSyncManager();
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}
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return GameDataSyncManager.instance;
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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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console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`);
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// 直接覆盖基础游戏数据
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if (remoteData.data) {
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Object.assign(smc.data, remoteData.data);
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console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`);
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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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Object.assign(smc.fight_heros, remoteData.fight_heros);
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console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`);
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}
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// 直接覆盖英雄数据
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if (remoteData.heros) {
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smc.heros = { ...remoteData.heros };
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console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`);
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}
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// 直接覆盖道具数据
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if (remoteData.items) {
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Object.assign(smc.itmes, remoteData.items);
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console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
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}
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// 直接覆盖天赋数据
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if (remoteData.tals) {
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Object.assign(smc.tals, remoteData.tals);
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console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`);
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}
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// 直接覆盖装备数据
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if (remoteData.equips) {
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Object.assign(smc.equips, remoteData.equips);
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console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`);
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}
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// 同步ViewModel数据
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smc.syncData();
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// 保存到本地存储(确保数据持久化)
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// smc.saveGameData();
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console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`);
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} catch (error) {
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console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error);
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}
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}
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/**
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* 批量更新出战英雄配置
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* @param fightHeros 出战英雄配置对象
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* @returns 是否成功
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*/
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async updateFightHeros(fightHeros: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHeros);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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Object.assign(smc.fight_heros, fightHeros);
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console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${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(`[GameDataSyncManager]: 更新出战英雄配置异常:`, error);
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return false;
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}
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}
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/**
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* 重置出战英雄配置为默认值
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* @returns 是否成功
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*/
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async resetFightHeros(): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 重置出战英雄配置`);
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const result = await WxCloudApi.resetFightHeros();
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.fight_heros = result.result.data;
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console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 重置出战英雄配置异常:`, error);
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return false;
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}
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}
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// ==================== 英雄管理 ====================
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/**
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* 添加新英雄到用户库存
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* @param heroId 英雄ID
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* @param heroData 英雄数据(可选)
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* @returns 是否成功
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*/
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async addHero(heroId: number, heroData?: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
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const result = await WxCloudApi.addHero(heroId, heroData);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId] = result.result.data;
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console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 添加英雄异常:`, error);
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return false;
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}
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}
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/**
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* 更新英雄的多个属性
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* @param heroId 英雄ID
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* @param updateData 要更新的属性
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* @returns 是否成功
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*/
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async updateHero(heroId: number, updateData: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
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const result = await WxCloudApi.updateHero(heroId, updateData);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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Object.assign(smc.heros[heroId], result.result.data.new_data);
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console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 更新英雄异常:`, error);
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return false;
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}
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}
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/**
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* 设置英雄的单个属性值
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* @param heroId 英雄ID
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* @param property 属性名
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* @param value 属性值
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* @returns 是否成功
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*/
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async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
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const result = await WxCloudApi.setHeroProperty(heroId, property, value);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId][property] = value;
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console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 设置英雄属性异常:`, error);
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return false;
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}
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}
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/**
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* 英雄升级指定级数
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* @param heroId 英雄ID
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* @param levels 升级级数(默认1级)
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* @returns 是否成功
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*/
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async levelUpHero(heroId: number, exp:number,gold:number,levels: number = 1,): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
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const result = await WxCloudApi.levelUpHero(heroId, exp,gold,levels);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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smc.heros[heroId].lv = result.result.data.new_value;
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console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 英雄升级异常:`, error);
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return false;
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}
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}
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/**
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* 删除指定英雄
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* @param heroId 英雄ID
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* @returns 是否成功
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*/
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async deleteHero(heroId: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 删除英雄 ID:${heroId}`);
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const result = await WxCloudApi.deleteHero(heroId);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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delete smc.heros[heroId];
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console.log(`[GameDataSyncManager]: 英雄删除成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 英雄删除失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 删除英雄异常:`, error);
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return false;
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}
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}
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// ==================== 库存管理 (items, tals, equips) ====================
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/**
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* 增加指定物品的数量
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 添加数量
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* @returns 是否成功
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*/
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async addInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 增加库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.addInventoryItem(type, itemId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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const targetData = this.getTargetData(type);
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targetData[itemId] = (targetData[itemId] || 0) + count;
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console.log(`[GameDataSyncManager]: 库存物品增加成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 库存物品增加失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 增加库存物品异常:`, error);
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return false;
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}
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}
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/**
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* 消耗指定数量的物品
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 消耗数量
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* @returns 是否成功
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*/
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async consumeInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 消耗库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.consumeInventoryItem(type, itemId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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const targetData = this.getTargetData(type);
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targetData[itemId] = Math.max(0, (targetData[itemId] || 0) - count);
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console.log(`[GameDataSyncManager]: 库存物品消耗成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 库存物品消耗失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 消耗库存物品异常:`, error);
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return false;
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}
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}
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/**
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* 直接设置物品的数量
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param itemId 物品ID
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* @param count 新的数量
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* @returns 是否成功
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*/
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async setInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
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try {
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console.log(`[GameDataSyncManager]: 设置库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
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const result = await WxCloudApi.setInventoryItem(type, itemId, count);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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const targetData = this.getTargetData(type);
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targetData[itemId] = count;
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console.log(`[GameDataSyncManager]: 库存物品设置成功,本地数据已同步`);
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return true;
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} else {
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console.warn(`[GameDataSyncManager]: 库存物品设置失败: ${result.result.msg}`);
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return false;
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}
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} catch (error) {
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console.error(`[GameDataSyncManager]: 设置库存物品异常:`, error);
|
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return false;
|
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}
|
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}
|
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/**
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* 批量更新多个物品的数量
|
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* @param type 库存类型 ('items', 'tals', 'equips')
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* @param data 更新数据对象
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* @param merge 是否合并更新(默认true)
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* @returns 是否成功
|
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*/
|
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async updateInventory(type: 'items' | 'tals' | 'equips', data: any, merge: boolean = true): Promise<boolean> {
|
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try {
|
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console.log(`[GameDataSyncManager]: 批量更新库存 类型:${type}, 数据:`, data);
|
||
|
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const result = await WxCloudApi.updateInventory(type, data, merge);
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|
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if (result.result.code === 200) {
|
||
// 远程修改成功,同步本地数据
|
||
const targetData = this.getTargetData(type);
|
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if (merge) {
|
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Object.assign(targetData, data);
|
||
} else {
|
||
Object.keys(targetData).forEach(key => delete targetData[key]);
|
||
Object.assign(targetData, data);
|
||
}
|
||
console.log(`[GameDataSyncManager]: 库存批量更新成功,本地数据已同步`);
|
||
return true;
|
||
} else {
|
||
console.warn(`[GameDataSyncManager]: 库存批量更新失败: ${result.result.msg}`);
|
||
return false;
|
||
}
|
||
} catch (error) {
|
||
console.error(`[GameDataSyncManager]: 批量更新库存异常:`, error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 重置指定类型的库存为默认值
|
||
* @param type 库存类型 ('items', 'tals', 'equips')
|
||
* @returns 是否成功
|
||
*/
|
||
async resetInventory(type: 'items' | 'tals' | 'equips'): Promise<boolean> {
|
||
try {
|
||
console.log(`[GameDataSyncManager]: 重置库存 类型:${type}`);
|
||
|
||
const result = await WxCloudApi.resetInventory(type);
|
||
|
||
if (result.result.code === 200) {
|
||
// 远程修改成功,同步本地数据
|
||
const targetData = this.getTargetData(type);
|
||
Object.keys(targetData).forEach(key => delete targetData[key]);
|
||
Object.assign(targetData, result.result.data);
|
||
console.log(`[GameDataSyncManager]: 库存重置成功,本地数据已同步`);
|
||
return true;
|
||
} else {
|
||
console.warn(`[GameDataSyncManager]: 库存重置失败: ${result.result.msg}`);
|
||
return false;
|
||
}
|
||
} catch (error) {
|
||
console.error(`[GameDataSyncManager]: 重置库存异常:`, 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> {
|
||
return this.addInventoryItem('items', itemId, count);
|
||
}
|
||
|
||
/**
|
||
* 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> {
|
||
return this.consumeInventoryItem('items', itemId, count);
|
||
}
|
||
|
||
/**
|
||
* 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> {
|
||
return this.addInventoryItem('tals', talId, count);
|
||
}
|
||
|
||
/**
|
||
* 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> {
|
||
return this.consumeInventoryItem('tals', talId, count);
|
||
}
|
||
|
||
/**
|
||
* 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> {
|
||
return this.addInventoryItem('equips', equipId, count);
|
||
}
|
||
|
||
/**
|
||
* 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> {
|
||
return this.consumeInventoryItem('equips', equipId, count);
|
||
}
|
||
|
||
// ==================== 私有辅助方法 ====================
|
||
|
||
/**
|
||
* 根据类型获取对应的目标数据对象
|
||
* @param type 库存类型
|
||
* @returns 对应的数据对象
|
||
*/
|
||
private getTargetData(type: 'items' | 'tals' | 'equips'): any {
|
||
switch (type) {
|
||
case 'items':
|
||
return smc.itmes;
|
||
case 'tals':
|
||
return smc.tals;
|
||
case 'equips':
|
||
return smc.equips;
|
||
default:
|
||
throw new Error(`未知的库存类型: ${type}`);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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.itmes = cloudData.items;
|
||
smc.tals = cloudData.tals;
|
||
smc.equips = cloudData.equips;
|
||
|
||
// 同步vmdata
|
||
smc.syncData();
|
||
|
||
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);
|
||
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.setFightHero(0, 5001); // 设置位置0的英雄
|
||
await gameDataSyncManager.swapFightHeros(0, 1); // 交换位置0和1的英雄
|
||
await gameDataSyncManager.updateFightHeros({0: 5001, 1: 5005}); // 批量更新
|
||
|
||
// 2. 英雄管理
|
||
await gameDataSyncManager.addHero(5008, {uuid: 5008, lv: 1}); // 添加新英雄
|
||
await gameDataSyncManager.levelUpHero(5001, 5); // 英雄升级5级
|
||
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
|
||
|
||
// 3. 库存管理
|
||
await gameDataSyncManager.addItem(1001, 10); // 增加道具
|
||
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
|
||
await gameDataSyncManager.addTalent(2001, 5); // 增加天赋点
|
||
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
|
||
|
||
// 4. 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
|
||
*/
|