refactor(天赋系统): 将天赋和碎片集合改为完整记录并初始化默认值

- 将 `talents` 和 `talent_fragments` 的类型从 `Partial<Record>` 改为 `Record`,确保所有键始终存在
- 初始化集合对象时,为所有天赋类型和碎片类型设置默认值 0,避免后续的空值检查
- 更新数据恢复逻辑,使用 `Object.assign` 合并云端数据,保留本地初始化的完整结构
- 简化相关业务逻辑代码,移除不必要的空值检查和默认值回退
This commit is contained in:
panw
2026-05-09 10:36:30 +08:00
parent 38f4a1f47d
commit dca6ee555c
2 changed files with 47 additions and 24 deletions

View File

@@ -20,10 +20,10 @@ 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: Partial<Record<TalentType, number>>,
talents: Record<TalentType, number>,
player_level: number,
player_exp: number,
talent_fragments: Partial<Record<TalentFragmentType, number>>,
talent_fragments: Record<TalentFragmentType, number>,
talent_points?: number,
}
}
@@ -64,16 +64,37 @@ export class SingletonModuleComp extends ecs.Comp {
current_guide:number=0
collection: {
talents: Partial<Record<TalentType, number>>;
talents: Record<TalentType, number>;
player_level: number;
player_exp: number;
talent_fragments: Partial<Record<TalentFragmentType, number>>;
talent_fragments: Record<TalentFragmentType, number>;
talent_points?: number;
} = {
talents: {}, // 存储各个天赋的等级: { talent_id: level }
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_fragments: {}, // 当前拥有的天赋碎片库存
talent_fragments: {
[TalentFragmentType.Power]: 0,
[TalentFragmentType.Tempest]: 0,
[TalentFragmentType.Vitality]: 0,
[TalentFragmentType.Frost]: 0,
[TalentFragmentType.Tactics]: 0,
[TalentFragmentType.Spirit]: 0,
[TalentFragmentType.Trade]: 0,
[TalentFragmentType.Fate]: 0
}, // 当前拥有的天赋碎片库存
talent_points: 0, // 兼容旧存档的历史字段
};
@@ -240,10 +261,14 @@ export class SingletonModuleComp extends ecs.Comp {
// 恢复收集记录
if (data.collection) {
const remoteCol = data.collection;
if (remoteCol.talents) this.collection.talents = remoteCol.talents;
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 (remoteCol.talent_fragments) this.collection.talent_fragments = remoteCol.talent_fragments;
if (remoteCol.talent_fragments) {
Object.assign(this.collection.talent_fragments, remoteCol.talent_fragments);
}
if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
}
}