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4 Commits
2a8ab3265d
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a36516db60
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a36516db60 | ||
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aca8e46eaa | ||
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424c9490e7 |
File diff suppressed because it is too large
Load Diff
@@ -20,5 +20,88 @@
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"role_hp": "生命",
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"role_power": "力量",
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"role_physical": "体质",
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"role_agile": "敏捷"
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"role_agile": "敏捷",
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"heros": "英雄",
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"htype_melee": "近战",
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"htype_mid": "中程",
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"htype_long": "远程",
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"hero_name_5001": "盾战士",
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"hero_name_5002": "圣骑士",
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"hero_name_5003": "风行剑士",
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"hero_name_5004": "刺客",
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"hero_name_5005": "自然骑士",
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"hero_name_5101": "奥术法师",
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"hero_name_5102": "火焰法师",
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"hero_name_5103": "冰法法师",
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"hero_name_5104": "寒霜术士",
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"hero_name_5105": "炎爆法师",
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"hero_name_5201": "射手",
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"hero_name_5202": "游侠",
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"hero_name_5203": "游侠",
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"hero_name_5301": "牧师",
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"hero_name_5302": "战地医师",
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"hero_name_5303": "守护祭司",
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"hero_name_5304": "秘法精灵",
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"hero_info_5001": "近战,魔法盾 坦克",
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"hero_info_5002": "近战,群体护盾 坦克",
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"hero_info_5003": "近战,闪击 近战dps",
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"hero_info_5004": "近战,火焰击 近战dps",
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"hero_info_5005": "治疗近战,火焰击 近战dps",
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"hero_info_5101": "冰球,冰锥 远法dps",
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"hero_info_5102": "火击,火球 远法dps",
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"hero_info_5103": "冰击,冰锥 远法dps",
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"hero_info_5104": "冰锥,冰刺 远法dps",
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"hero_info_5105": "火球,陨石术 远法dps",
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"hero_info_5201": "普通射击,暴射 远dps",
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"hero_info_5202": "暴射,光箭 远dps",
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"hero_info_5203": "暴射,光箭 远dps",
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"hero_info_5301": "冰锥1,治疗 远辅助",
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"hero_info_5302": "冰锥1,群体治疗 远辅助",
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"hero_info_5303": "普通射击,单体攻击buff 射手辅助",
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"hero_info_5304": "普通射击,群体攻击buff 射手辅助",
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"mon_name_6001": "兽人战士",
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"mon_name_6002": "兽人斥候",
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"mon_name_6003": "兽人卫士",
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"mon_name_6004": "兽人射手",
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"mon_name_6005": "兽人法师",
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"mon_name_6006": "兽人首领(BOSS)",
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"mon_name_6101": "亡灵战士",
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"mon_name_6102": "兽人射手",
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"mon_name_6103": "兽人斥候",
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"mon_name_6104": "亡灵法师(boss)",
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"mon_name_6105": "兽人首领(BOSS)",
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"skill_name_6401": "单体攻击",
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"skill_name_6402": "单体生命",
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"skill_name_6403": "单体全能",
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"skill_name_6404": "群体攻击",
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"skill_name_6405": "群体生命",
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"skill_name_6406": "群体全能",
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"skill_name_6304": "神圣治疗",
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"skill_name_6305": "群体护盾",
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"skill_info_6401": "随机1个友方+5攻击",
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"skill_info_6402": "随机1个友方+20最大生命值",
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"skill_info_6403": "随机1个友方+2攻击,+10最大生命值",
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"skill_info_6404": "随机3个友方+2攻击",
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"skill_info_6405": "随机3个友方+10最大生命值",
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"skill_info_6406": "为随机3个友方单位增加攻击力和生命上限",
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"skill_info_6304": "恢复场上随机3个友方单位的生命值",
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"skill_info_6305": "随机3个友方获得2次伤害免疫",
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"scard_name_7001": "战术晋升",
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"scard_name_7002": "进阶战术",
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"scard_name_7101": "近战征召",
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"scard_name_7102": "远程征召",
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"scard_name_7103": "精英筛选",
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"scard_info_7001": "升级场上随机1个1级英雄到2级",
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"scard_info_7002": "升级场上随机1个2级英雄到3级",
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"scard_info_7101": "刷新卡池,都是近战英雄",
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"scard_info_7102": "刷新卡池,都是远程英雄",
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"scard_info_7103": "刷新卡池,都是3级卡池等级英雄"
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}
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@@ -93,49 +93,60 @@ export class GameDataSync {
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});
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}
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/**
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* 将获取到的云端数据与本地对比并合并
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*/
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public syncWithCloudData(cloudData: CloudData | null) {
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const localData = this.loadFromLocal();
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let cloudTs = cloudData?.data?.timestamp || 0;
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let localTs = localData?.timestamp || 0;
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if (!localData || cloudTs > localTs) {
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
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if (cloudData) {
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smc.overrideLocalDataWithRemote(cloudData);
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this.saveToLocal(); // 同步到本地
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}
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} else {
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据较新 (Local: ${localTs} >= Cloud: ${cloudTs}), 使用本地数据,触发强制云同步。`);
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smc.overrideLocalDataWithRemote({ data: localData });
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// 本地数据较新,需要强制推送到云端以保证多端一致
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this._localDataDirty = true;
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this.executeCloudSync();
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}
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}
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public getCloudData() {
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const localData = this.loadFromLocal();
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// 未登录微信云端前,先用本地数据顶上(让玩家秒进游戏)
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if (localData && !this.isWxClient()) {
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smc.overrideLocalDataWithRemote({ data: localData });
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return;
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return Promise.resolve(false);
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}
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WxCloudApi.get().then(async (result) => {
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return WxCloudApi.get().then(async (result) => {
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if(result.result.code === 200) {
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let cloudData = result.result.data as CloudData;
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据成功:`, cloudData);
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// 冲突解决:基于时间戳比较(云端时间戳 > 本地时间戳 则覆盖)
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let cloudTs = cloudData?.data?.timestamp || 0;
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let localTs = localData?.timestamp || 0;
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this.syncWithCloudData(cloudData);
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if (!localData || cloudTs > localTs) {
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据更新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
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smc.overrideLocalDataWithRemote(cloudData);
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this.saveToLocal(); // 同步到本地
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} else {
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据更新 (Local: ${localTs} >= Cloud: ${cloudTs}), 使用本地数据,触发强制云同步。`);
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smc.overrideLocalDataWithRemote({ data: localData });
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// 本地数据较新,需要强制推送到云端以保证多端一致
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this._localDataDirty = true;
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this.executeCloudSync();
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}
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return true
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return true;
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} else {
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mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据失败,使用本地缓存兜底。`);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false
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return false;
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}
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}).catch((error) => {
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mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据异常:`, error);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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});
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}
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}
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@@ -17,16 +17,12 @@ import { gameDataSync } from "./GameDataSync";
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*/
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export interface GameDate{
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gold:number,
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heros:any,
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fight_hero: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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player_level: number,
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player_exp: number,
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talent_points: number,
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skills?: {uuid:0,count:0},
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friend?: {uuid:0,count:0},
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}
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}
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export interface CloudData {
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@@ -64,8 +60,6 @@ export class SingletonModuleComp extends ecs.Comp {
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guides:any=[0,0,0,0,0]
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current_guide:number=0
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fight_hero: number = 5001; // 单个出战英雄
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heros:any= [5001]
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collection: {
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talents: Partial<Record<TalentType, number>>;
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@@ -239,14 +233,6 @@ export class SingletonModuleComp extends ecs.Comp {
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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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// 同步英雄
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if (data.heros && Array.isArray(data.heros)) {
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this.heros = data.heros;
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}
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// 同步出战英雄
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if (data.fight_hero !== undefined) {
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this.fight_hero = data.fight_hero;
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}
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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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@@ -267,8 +253,6 @@ export class SingletonModuleComp extends ecs.Comp {
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getGameDate(){
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let data: GameDate = {
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gold: this.vmdata.gold,
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heros: this.heros,
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fight_hero: this.fight_hero,
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collection: this.collection,
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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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@@ -14,6 +14,7 @@ import { LoadingViewComp } from "./view/LoadingViewComp";
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import { smc } from "../common/SingletonModuleComp";
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import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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import { mLogger } from "../common/Logger";
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import { gameDataSync } from "../common/GameDataSync";
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/**
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* 游戏进入初始化模块
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@@ -29,7 +30,7 @@ export class Initialize extends ecs.Entity {
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// 加载自定义资
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this.loadCustom(queue);
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// 加载多语言包
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// this.loadLanguage(queue);
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this.loadLanguage(queue);
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// 加载公共资源
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this.loadCommon(queue);
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// 加载游戏内容加载进度提示界面
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@@ -85,13 +86,6 @@ export class Initialize extends ecs.Entity {
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oops.res.loadDir("common", next);
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});
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}
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/**
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* 判断是否为微信客户端
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*/
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private isWxClient(): boolean {
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// 检查是否存在微信API
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return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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}
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/**
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* 统一的游戏数据加载流程
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@@ -102,7 +96,7 @@ export class Initialize extends ecs.Entity {
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try {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 开始统一数据加载流程...");
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if (this.isWxClient()) {
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if (gameDataSync.isWxClient()) {
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// 微信客户端:加载云端数据
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 检测到微信客户端,使用云端数据");
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await this.loadFromCloud();
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@@ -130,36 +124,33 @@ export class Initialize extends ecs.Entity {
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const loginResult = await WxCloudApi.login();
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const response = loginResult.result;
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if (loginResult.result.code === 200) {
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if (response && response.code === 200) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录成功");
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smc.updateCloudData()
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const cloudData = loginResult.result.data;
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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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smc.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.game_data) {
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let gameDate=cloudData.game_data
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if( gameDate.gold ) smc.vmdata.gold=gameDate.gold
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if( gameDate.heros ) smc.heros=gameDate.heros
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if( gameDate.fight_hero ) smc.fight_hero=gameDate.fight_hero
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}
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', `[SMC]: 数据覆盖失败:`, error);
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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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}
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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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const formattedCloudData = {
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openid: cloudData?.openid || '',
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data: cloudData?.game_data || {}
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};
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gameDataSync.syncWithCloudData(formattedCloudData);
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} else {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg);
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// 登录失败时使用本地数据 游戏需要退出
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg);
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response?.msg);
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// 登录失败时使用本地数据
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gameDataSync.syncWithCloudData(null);
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}
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error);
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// 异常时使用本地数据 游戏需要退出
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// 异常时使用本地数据兜底
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gameDataSync.syncWithCloudData(null);
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}
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}
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@@ -168,10 +159,8 @@ export class Initialize extends ecs.Entity {
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*/
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private async loadFromLocalDebug() {
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try {
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// 使用本地调试API,模拟云端接口
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// 用本地调试数据覆盖客户端数据
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gameDataSync.syncWithCloudData(null);
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error);
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}
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@@ -20,7 +20,7 @@ if (loginResult.result.code === 200) {
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const userData = loginResult.result.data;
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console.log("用户ID:", userData.user_id);
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console.log("金币:", userData.data.gold);
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console.log("出战英雄:", userData.fight_heros);
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console.log("用户金币:", userData.gold);
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}
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```
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Reference in New Issue
Block a user