refactor(game): 重构全局数据管理逻辑
1. 重构GameDate接口,新增多个游戏数据字段并优化结构 2. 将全局数据从SingletonModuleComp实例迁移至data对象中统一管理 3. 简化云端数据同步逻辑,使用Object.assign批量赋值 4. 调整getGameDate方法,直接展开data对象生成返回数据 5. 修复代码缩进与空白行格式问题
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@@ -15,7 +15,21 @@ import { FightSet } from "./config/GameSet";
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* @param remoteData 远程数据(云端或本地调试)
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*/
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export interface GameDate {
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gold: number,
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openid?: string,
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score?: number,
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mission?: number,
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diamond?: number,
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gold?: number,
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task?: number,
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noStop?: boolean,
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showInfo?: boolean,
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tip_done?: {
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start: boolean,
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hero: boolean,
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equip: boolean,
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skill: boolean,
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shop: boolean,
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},
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switch_effect?: boolean, // 音效开关
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switch_music?: boolean, // 音乐开关
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timestamp?: number, // 用于比对本地与云端数据的最新状态
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@@ -37,7 +51,6 @@ export class SingletonModuleComp extends ecs.Comp {
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/** 全局缓存的通用图集 */
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uiconsAtlas: SpriteAtlas | null = null;
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openid: string = ''
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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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@@ -49,6 +62,7 @@ export class SingletonModuleComp extends ecs.Comp {
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monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
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};
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data: any = {
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openid: '',
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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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@@ -220,25 +234,11 @@ export class SingletonModuleComp extends ecs.Comp {
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try {
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// 直接覆盖基础游戏数据
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if (cloudData.openid) {
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this.openid = cloudData.openid;
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this.data.openid = cloudData.openid;
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}
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// 直接覆盖出战英雄配置
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if (cloudData.data) {
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const data = cloudData.data;
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// 同步金币
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if (data.gold !== undefined) {
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this.vmdata.gold = data.gold;
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}
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// 同步音效开关
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if (data.switch_effect !== undefined) {
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this.vmdata.switch_effect = data.switch_effect;
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if (oops.audio) oops.audio.switchEffect = data.switch_effect;
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}
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// 同步音乐开关
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if (data.switch_music !== undefined) {
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this.vmdata.switch_music = data.switch_music;
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if (oops.audio) oops.audio.switchMusic = data.switch_music;
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}
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Object.assign(this.data, cloudData.data);
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}
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// 触发UI更新
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@@ -250,9 +250,7 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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getGameDate() {
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let data: GameDate = {
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gold: this.vmdata.gold,
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switch_effect: this.vmdata.switch_effect,
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switch_music: this.vmdata.switch_music,
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...this.data,
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timestamp: Date.now() // 每次获取当前数据结构时都附带最新的时间戳
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};
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return data;
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@@ -31,7 +31,7 @@ export class Initialize extends ecs.Entity {
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// --- 全局注入:为所有 Button 组件增加点击音效 ---
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const originalOnTouchEnded = Button.prototype["_onTouchEnded"];
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if (originalOnTouchEnded) {
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Button.prototype["_onTouchEnded"] = function(event) {
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Button.prototype["_onTouchEnded"] = function (event) {
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if (this.interactable && this.node && this.node.activeInHierarchy) {
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oops.audio.playEffect("music/button");
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}
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@@ -57,15 +57,15 @@ export class Initialize extends ecs.Entity {
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private loadCustom(queue: AsyncQueue) {
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queue.push(async (next: NextFunction, params: any, args: any) => {
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try {
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// 加载多语言对应字体
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// 加载多语言对应字体
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oops.res.load("language/font/" + oops.language.current, async () => {
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// 统一的数据加载流程
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await this.loadGameDataUnified();
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next();
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});
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//加载精灵配置表
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// oops.res.load("config/game/heros", next);
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//加载精灵配置表
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// oops.res.load("config/game/heros", next);
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} catch (error) {
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mLogger.error(this.debugMode, 'Initialize', "[Initialize]: 自定义内容加载失败:", error);
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next(); // 即使失败也要继续,不阻塞游戏启动
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@@ -145,7 +145,7 @@ export class Initialize extends ecs.Entity {
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const cloudData = response.data;
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if (cloudData && cloudData.openid) {
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smc.openid = cloudData.openid;
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smc.data.openid = cloudData.openid;
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}
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// 将 login 获取的 game_data 封装为统一下发格式,交给 gameDataSync 对比与合并
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