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
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@@ -20,10 +20,10 @@ export interface GameDate{
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gold:number,
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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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collection?: {
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talents: Partial<Record<TalentType, number>>,
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talents: Record<TalentType, number>,
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player_level: number,
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player_exp: number,
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talent_fragments: Partial<Record<TalentFragmentType, number>>,
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talent_fragments: Record<TalentFragmentType, number>,
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talent_points?: number,
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}
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}
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@@ -64,16 +64,37 @@ export class SingletonModuleComp extends ecs.Comp {
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current_guide:number=0
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collection: {
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talents: Partial<Record<TalentType, number>>;
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talents: Record<TalentType, number>;
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player_level: number;
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player_exp: number;
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talent_fragments: Partial<Record<TalentFragmentType, number>>;
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talent_fragments: Record<TalentFragmentType, number>;
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talent_points?: number;
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} = {
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talents: {}, // 存储各个天赋的等级: { talent_id: level }
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talents: {
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[TalentType.Attack]: 0,
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[TalentType.Hp]: 0,
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[TalentType.Critical]: 0,
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[TalentType.WindFury]: 0,
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[TalentType.Freeze]: 0,
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[TalentType.Puncture]: 0,
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[TalentType.DeadTrigger]: 0,
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[TalentType.Summon]: 0,
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[TalentType.BuyDiscount]: 0,
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[TalentType.RefreshDiscount]: 0,
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[TalentType.SellBonus]: 0
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}, // 存储各个天赋的等级: { talent_id: level }
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player_level: 1, // 玩家等级
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player_exp: 0, // 玩家当前经验
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talent_fragments: {}, // 当前拥有的天赋碎片库存
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talent_fragments: {
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[TalentFragmentType.Power]: 0,
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[TalentFragmentType.Tempest]: 0,
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[TalentFragmentType.Vitality]: 0,
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[TalentFragmentType.Frost]: 0,
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[TalentFragmentType.Tactics]: 0,
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[TalentFragmentType.Spirit]: 0,
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[TalentFragmentType.Trade]: 0,
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[TalentFragmentType.Fate]: 0
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}, // 当前拥有的天赋碎片库存
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talent_points: 0, // 兼容旧存档的历史字段
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};
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@@ -240,10 +261,14 @@ export class SingletonModuleComp extends ecs.Comp {
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// 恢复收集记录
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if (data.collection) {
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const remoteCol = data.collection;
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if (remoteCol.talents) this.collection.talents = remoteCol.talents;
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if (remoteCol.talents) {
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Object.assign(this.collection.talents, remoteCol.talents);
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}
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if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
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if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
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if (remoteCol.talent_fragments) this.collection.talent_fragments = remoteCol.talent_fragments;
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if (remoteCol.talent_fragments) {
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Object.assign(this.collection.talent_fragments, remoteCol.talent_fragments);
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}
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if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
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}
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}
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@@ -138,21 +138,20 @@ export class TalentsComp extends CCComp {
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if (!this.talents_content || !this.prefab_talent_item) return;
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const collection = smc.collection;
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if (!collection.talents) collection.talents = {};
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// 如果内容为空,则实例化预制体
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if (this.talents_content.children.length === 0) {
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TalentConfig.talents.forEach(talentInfo => {
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let itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType]);
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});
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} else {
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// 否则直接更新现有节点
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TalentConfig.talents.forEach((talentInfo, index) => {
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let itemNode = this.talents_content.children[index];
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if (itemNode) {
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
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this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType]);
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}
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});
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}
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@@ -244,7 +243,7 @@ export class TalentsComp extends CCComp {
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const refundedFragments: Partial<Record<TalentFragmentType, number>> = {};
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for (let id in collection.talents) {
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let talentId = Number(id) as TalentType;
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let level = collection.talents[talentId] || 0;
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let level = collection.talents[talentId];
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (talentInfo) {
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for (let i = 0; i < level; i++) {
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@@ -256,15 +255,14 @@ export class TalentsComp extends CCComp {
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}
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// 重置天赋等级并返还碎片
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collection.talents = {};
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if (!collection.talent_fragments) {
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collection.talent_fragments = {};
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for (let k in collection.talents) {
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collection.talents[k as any as TalentType] = 0;
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}
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for (const fragmentType in refundedFragments) {
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const key = Number(fragmentType) as TalentFragmentType;
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const amount = refundedFragments[key] || 0;
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if (amount > 0) {
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collection.talent_fragments[key] = (collection.talent_fragments[key] || 0) + amount;
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collection.talent_fragments[key] += amount;
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}
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}
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@@ -293,30 +291,30 @@ export class TalentsComp extends CCComp {
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/** 判断当前库存是否满足一次升级 */
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private hasEnoughFragments(cost: { type: TalentFragmentType; amount: number }): boolean {
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const bag = smc.collection.talent_fragments || {};
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return (bag[cost.type] || 0) >= cost.amount;
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const bag = smc.collection.talent_fragments;
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return bag[cost.type] >= cost.amount;
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}
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/** 执行碎片扣除 */
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private consumeFragments(cost: { type: TalentFragmentType; amount: number }) {
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const bag = smc.collection.talent_fragments || (smc.collection.talent_fragments = {});
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bag[cost.type] = Math.max(0, (bag[cost.type] || 0) - cost.amount);
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const bag = smc.collection.talent_fragments;
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bag[cost.type] = Math.max(0, bag[cost.type] - cost.amount);
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}
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/** 生成单次升级消耗文案 */
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private buildFragmentCostText(cost: { type: TalentFragmentType; amount: number }): string {
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const info = this.getFragmentInfo(cost.type);
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const own = smc.collection.talent_fragments?.[cost.type] || 0;
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const own = smc.collection.talent_fragments[cost.type];
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const fragmentName = info ? info.name : `碎片${cost.type}`;
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return `${fragmentName} ${own}/${cost.amount}`;
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}
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/** 顶部碎片库存摘要 */
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private getFragmentSummaryText(): string {
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const bag = smc.collection.talent_fragments || {};
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const bag = smc.collection.talent_fragments;
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const summary = TalentConfig.fragments
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.filter(fragment => (bag[fragment.id] || 0) > 0)
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.map(fragment => `${fragment.name}:${bag[fragment.id] || 0}`)
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.filter(fragment => bag[fragment.id] > 0)
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.map(fragment => `${fragment.name}:${bag[fragment.id]}`)
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.join(" ");
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return summary ? `碎片: ${summary}` : "碎片: 暂无";
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}
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