refactor(SingletonModuleComp): 整理并简化游戏数据相关类型与初始化代码

1. 移除未使用的TalentType导入与冗余的collection字段定义
2. 统一所有对象属性的空格格式,修复代码风格问题
3. 简化overrideLocalDataWithRemote方法中的云端收集数据更新逻辑
4. 重构getGameDate方法,移除不必要的collection字段返回
5. 统一所有方法的命名风格与代码缩进格式
This commit is contained in:
pan
2026-06-02 16:00:41 +08:00
parent c23c12378c
commit 31df25033d

View File

@@ -7,7 +7,6 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
import { TalentType } from "./config/TalentSet";
import { gameDataSync } from "./GameDataSync";
import { FightSet } from "./config/GameSet";
@@ -15,15 +14,9 @@ import { FightSet } from "./config/GameSet";
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
*/
export interface GameDate{
gold:number,
export interface GameDate {
gold: number,
timestamp?: number, // 用于比对本地与云端数据的最新状态
collection?: {
talents: Record<TalentType, number>,
player_level: number,
player_exp: number,
talent_points?: number,
}
}
export interface CloudData {
openid: string;
@@ -38,74 +31,50 @@ export class SingletonModuleComp extends ecs.Comp {
initialize: Initialize = null!;
/** 游戏地图 */
map: GameMap = null!;
/** 全局缓存的通用图集 */
uiconsAtlas: SpriteAtlas | null = null;
openid:string=''
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,
stop_mon_action:false,
openid: string = ''
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,
stop_mon_action: false,
};
data:any={
score:0,
mission:1,
diamond:100, //商店购买 及 双倍奖励资源
gold:1000,
task:0,
noStop:false,
showInfo:true,
data: any = {
score: 0,
mission: 1,
diamond: 100, //商店购买 及 双倍奖励资源
gold: 1000,
task: 0,
noStop: false,
showInfo: true,
}
guides:any=[0,0,0,0,0]
current_guide:number=0
collection: {
talents: Record<TalentType, number>;
player_level: number;
player_exp: number;
talent_points?: number;
} = {
talents: {
[TalentType.Attack]: 0,
[TalentType.Hp]: 0,
[TalentType.Critical]: 0,
[TalentType.WindFury]: 0,
[TalentType.Freeze]: 0,
[TalentType.Puncture]: 0,
[TalentType.DeadTrigger]: 0,
[TalentType.Summon]: 0,
[TalentType.BuyDiscount]: 0,
[TalentType.RefreshDiscount]: 0,
[TalentType.SellBonus]: 0
}, // 存储各个天赋的等级: { talent_id: level }
player_level: 1, // 玩家等级
player_exp: 0, // 玩家当前经验
talent_points: 0, // 兼容旧存档的历史字段
};
guides: any = [0, 0, 0, 0, 0]
current_guide: number = 0
vmdata: any = {
game_over:false,
game_pause:false,
mission_data:{
mon_num:0,//怪物数量
hero_num:0,//英雄数量
hero_max_num:FightSet.HERO_MAX_NUM,//英雄可召唤上限
hero_extend_max_num:FightSet.HERO_MAX_NUM + 1,//英雄可拓展上限
wave_time_num:0,//波次时间
in_fight:false,
fight_time:0,//战斗时间
level:1,//关卡等级
max_mission:4,//最大关卡
coin:0,
time:15*60,//游戏时间
},
scores: {
game_over: false,
game_pause: false,
mission_data: {
mon_num: 0,//怪物数量
hero_num: 0,//英雄数量
hero_max_num: FightSet.HERO_MAX_NUM,//英雄可召唤上限
hero_extend_max_num: FightSet.HERO_MAX_NUM + 1,//英雄可拓展上限
wave_time_num: 0,//波次时间
in_fight: false,
fight_time: 0,//战斗时间
level: 1,//关卡等级
max_mission: 4,//最大关卡
coin: 0,
time: 15 * 60,//游戏时间
},
scores: {
score: 0, // 基础得分
// 战斗统计
crt_count: 0, // 暴击次数
@@ -114,20 +83,20 @@ export class SingletonModuleComp extends ecs.Comp {
back_count: 0, // 击退次数
stun_count: 0, // 击晕次数
freeze_count: 0, // 冰冻次数
// 伤害统计
total_dmg: 0, // 总伤害
atk_count: 0, // 攻击次数
avg_dmg: 0, // 平均伤害
thorns_dmg: 0, // 反伤伤害
crit_dmg_total: 0, // 暴击伤害总额
// 生存统计
heal_total: 0, // 治疗总量
lifesteal_total: 0, // 吸血总量
shield_block_count: 0,
dead_trigger_count: 0,
// 资源统计
exp_total: 0, // 经验总数
gold_total: 0, // 金币总数
@@ -156,14 +125,14 @@ export class SingletonModuleComp extends ecs.Comp {
score_efficiency: 0,
achieved_highlights: [],
} as GameScoreStats,
gold: 0, // 金币数据MVVM绑定字段
} as GameScoreStats,
gold: 0, // 金币数据MVVM绑定字段
};
vmAdd() {
VM.add(this.vmdata, "data");
// mLogger.log(this.debugMode, 'SMC', "[MissionComp]局内数据初始化",smc.vmdata.mission_data)
@@ -228,12 +197,12 @@ export class SingletonModuleComp extends ecs.Comp {
isWxClient(): boolean {
return gameDataSync.isWxClient();
}
updateCloudData(){
updateCloudData() {
return gameDataSync.updateCloudData();
}
getCloudData(){
getCloudData() {
gameDataSync.getCloudData();
}
public async overrideLocalDataWithRemote(cloudData: any) {
@@ -249,35 +218,24 @@ export class SingletonModuleComp extends ecs.Comp {
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
// 恢复收集记录
if (data.collection) {
const remoteCol = data.collection;
if (remoteCol.talents) {
Object.assign(this.collection.talents, remoteCol.talents);
}
if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
}
}
// 触发UI更新
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE);
} catch (error) {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 数据覆盖失败:`, error);
}
}
getGameDate(){
getGameDate() {
let data: GameDate = {
gold: this.vmdata.gold,
collection: this.collection,
timestamp: Date.now() // 每次获取当前数据结构时都附带最新的时间戳
};
return data;
}
updateGold(gold:number, is_sync: boolean = true){
updateGold(gold: number, is_sync: boolean = true) {
this.vmdata.gold += gold;
if (is_sync) {
gameDataSync.markDataDirty();