初始版本可以去申请电子版权和软著了
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@@ -9,6 +9,8 @@ import { gameDataSyncManager } from "./GameDataSyncManager";
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import { GameSet } from "./config/BoxSet";
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import { Test } from "./Test";
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import { GameEvent } from "./config/GameEvent";
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import { Items } from "./config/Items";
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import { HeroInfo } from "./config/heroSet";
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// import { Role } from "../role/Role";
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@@ -94,6 +96,8 @@ export class SingletonModuleComp extends ecs.Comp {
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return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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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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@@ -101,6 +105,18 @@ export class SingletonModuleComp extends ecs.Comp {
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this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
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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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if(this.gameDataSyncManager.addHero(hero_uuid)){
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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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}
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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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setFightHero(position:number,heroId:number,autoSave:boolean=true){
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this.fight_heros[position] = heroId;
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if(this.isWxClient()){
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@@ -121,9 +137,11 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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return heros_uuid
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}
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levelUpHero(heroId:number,exp:number,gold:number){
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levelUpHero(heroId:number){
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if(this.isWxClient()){
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let result=this.gameDataSyncManager.levelUpHero(heroId,exp,gold);
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let result=this.gameDataSyncManager.levelUpHero(heroId);
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if(result){
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this.heros[heroId].lv++;
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return true
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@@ -136,98 +154,112 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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}
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// ==================== 统一的数据操作接口 ====================
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/**
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* 增加游戏数据属性(统一接口)
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* @param property 属性名
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* property list:
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* ***gold:金币
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* ***diamond:钻石
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* ***meat:肉
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* ***exp:经验
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* ***score:分数
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* ***mission:关卡
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* @param value 增加的值
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* @param autoSave 是否自动保存 (默认true)
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* @returns 操作结果
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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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addExp(exp:number,autoSave:boolean=true){
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this.data.exp+=exp
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("exp",exp)
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if(this.gameDataSyncManager.addGameProperty("exp",exp)){
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this.data.exp+=exp
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return true
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}
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return false
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}
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this.data.exp+=exp
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return true
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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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if(this.gameDataSyncManager.addGameProperty("gold",gold)){
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this.data.gold+=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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this.error()
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return false
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}
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this.data.gold+=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("gold",gold)
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}
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return true
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}
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addDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("diamond",diamond)
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}
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return true
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}
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addMission(mission:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("mission",mission)){
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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return true
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}
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return false
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}
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.addGameProperty("mission",mission)
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}
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return true
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}
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spendExp(exp:number,autoSave:boolean=true){
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this.data.exp-=exp
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("exp",exp)
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if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
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this.data.exp-=exp
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return true
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}
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return false
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}
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this.data.exp-=exp
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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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if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
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this.data.gold-=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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return false
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}
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this.data.gold-=gold
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("gold",gold)
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}
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return true
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}
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spendDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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if(this.isWxClient()){
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this.gameDataSyncManager.spendGameProperty("diamond",diamond)
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}
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return true
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}
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/**
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* 消耗游戏数据属性(统一接口)
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* - 支持单个字段:spendGameProperty('gold', 10)
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* - 支持多个字段:spendGameProperty({ gold: 10, exp: 5 })
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* 只有当所有字段都满足扣除条件时,才会一次性扣减
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* @param property 属性名或属性映射
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* @param value 消耗的值(当 property 为字符串时有效)
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* @param autoSave 是否自动保存 (默认true)
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* @returns 是否成功消耗
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* 处理多个字段:spendGameProperty({ gold: 10, exp: 5 })
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*/
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async spendGameProperty(property: string | Record<string, number>, value: any = undefined, autoSave: boolean = true): Promise<boolean> {
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// 单字段扣除
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if (typeof property === 'string') {
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const currentValue = this.data[property] || 0;
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if (currentValue < value) {
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console.warn(`[SMC]: ${property} 不足,当前: ${currentValue}, 需要: ${value}`);
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return false;
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async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty(property)){
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return true
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}
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const newValue = currentValue - value;
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this.data[property] = newValue;
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console.log(`[SMC]: 消耗游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
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return true;
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return false
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}
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// 多字段扣除(原子性:全部满足才扣)
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const deductions = property as Record<string, number>;
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// 1) 校验是否全部满足
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@@ -237,10 +269,10 @@ export class SingletonModuleComp extends ecs.Comp {
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const current = this.data[key] || 0;
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if (current < need) {
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console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
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oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
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return false;
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}
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}
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// 2) 统一扣减
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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@@ -250,18 +282,32 @@ export class SingletonModuleComp extends ecs.Comp {
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this.data[key] = next;
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console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
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}
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return true;
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}
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addItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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this.gameDataSyncManager.addItem(item_uuid,count);
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}
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else{
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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if(this.gameDataSyncManager.addItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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spendItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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}
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