4 Commits

Author SHA1 Message Date
panw
a36516db60 feat(i18n): 添加游戏内英雄、怪物、技能等中文翻译文本
- 新增英雄类型(近战/中程/远程)及多个英雄的名称与描述
- 新增多个怪物名称
- 新增技能名称与效果描述
- 新增战术卡牌名称与效果描述
- 修正“heros”键的翻译为“英雄”
2026-04-28 17:28:34 +08:00
panw
aca8e46eaa fix: 恢复多语言包加载以支持游戏本地化
之前多语言包加载被注释掉,导致游戏无法正确加载本地化资源。现在取消注释以恢复多语言功能,确保玩家能看到正确语言的游戏内容。
2026-04-28 16:36:24 +08:00
panw
b7bd2c612b refactor: 移除未使用的英雄相关数据字段
清理 SingletonModuleComp 中的英雄数组和出战英雄字段,以及相关接口定义。
同时更新 USAGE.md 中的示例代码以反映数据结构变化。
2026-04-28 16:27:15 +08:00
panw
424c9490e7 refactor(game): 重构云端数据同步逻辑并提取公共方法
- 将 `getCloudData` 中的冲突解决逻辑提取为独立的 `syncWithCloudData` 方法
- 修改 `getCloudData` 返回 Promise 以支持调用方等待
- 在 `Initialize` 中统一使用 `gameDataSync.syncWithCloudData` 处理数据合并
- 移除 `Initialize` 中重复的 `isWxClient` 方法,复用 `GameDataSync` 中的实现
- 简化 `loadFromCloud` 方法,将登录后数据处理委托给 `syncWithCloudData`
2026-04-28 16:25:18 +08:00
6 changed files with 442 additions and 352 deletions

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@@ -20,5 +20,88 @@
"role_hp": "生命",
"role_power": "力量",
"role_physical": "体质",
"role_agile": "敏捷"
"role_agile": "敏捷",
"heros": "英雄",
"htype_melee": "近战",
"htype_mid": "中程",
"htype_long": "远程",
"hero_name_5001": "盾战士",
"hero_name_5002": "圣骑士",
"hero_name_5003": "风行剑士",
"hero_name_5004": "刺客",
"hero_name_5005": "自然骑士",
"hero_name_5101": "奥术法师",
"hero_name_5102": "火焰法师",
"hero_name_5103": "冰法法师",
"hero_name_5104": "寒霜术士",
"hero_name_5105": "炎爆法师",
"hero_name_5201": "射手",
"hero_name_5202": "游侠",
"hero_name_5203": "游侠",
"hero_name_5301": "牧师",
"hero_name_5302": "战地医师",
"hero_name_5303": "守护祭司",
"hero_name_5304": "秘法精灵",
"hero_info_5001": "近战,魔法盾 坦克",
"hero_info_5002": "近战,群体护盾 坦克",
"hero_info_5003": "近战,闪击 近战dps",
"hero_info_5004": "近战,火焰击 近战dps",
"hero_info_5005": "治疗近战,火焰击 近战dps",
"hero_info_5101": "冰球,冰锥 远法dps",
"hero_info_5102": "火击,火球 远法dps",
"hero_info_5103": "冰击,冰锥 远法dps",
"hero_info_5104": "冰锥,冰刺 远法dps",
"hero_info_5105": "火球,陨石术 远法dps",
"hero_info_5201": "普通射击,暴射 远dps",
"hero_info_5202": "暴射,光箭 远dps",
"hero_info_5203": "暴射,光箭 远dps",
"hero_info_5301": "冰锥1,治疗 远辅助",
"hero_info_5302": "冰锥1,群体治疗 远辅助",
"hero_info_5303": "普通射击,单体攻击buff 射手辅助",
"hero_info_5304": "普通射击,群体攻击buff 射手辅助",
"mon_name_6001": "兽人战士",
"mon_name_6002": "兽人斥候",
"mon_name_6003": "兽人卫士",
"mon_name_6004": "兽人射手",
"mon_name_6005": "兽人法师",
"mon_name_6006": "兽人首领(BOSS)",
"mon_name_6101": "亡灵战士",
"mon_name_6102": "兽人射手",
"mon_name_6103": "兽人斥候",
"mon_name_6104": "亡灵法师(boss)",
"mon_name_6105": "兽人首领(BOSS)",
"skill_name_6401": "单体攻击",
"skill_name_6402": "单体生命",
"skill_name_6403": "单体全能",
"skill_name_6404": "群体攻击",
"skill_name_6405": "群体生命",
"skill_name_6406": "群体全能",
"skill_name_6304": "神圣治疗",
"skill_name_6305": "群体护盾",
"skill_info_6401": "随机1个友方+5攻击",
"skill_info_6402": "随机1个友方+20最大生命值",
"skill_info_6403": "随机1个友方+2攻击,+10最大生命值",
"skill_info_6404": "随机3个友方+2攻击",
"skill_info_6405": "随机3个友方+10最大生命值",
"skill_info_6406": "为随机3个友方单位增加攻击力和生命上限",
"skill_info_6304": "恢复场上随机3个友方单位的生命值",
"skill_info_6305": "随机3个友方获得2次伤害免疫",
"scard_name_7001": "战术晋升",
"scard_name_7002": "进阶战术",
"scard_name_7101": "近战征召",
"scard_name_7102": "远程征召",
"scard_name_7103": "精英筛选",
"scard_info_7001": "升级场上随机1个1级英雄到2级",
"scard_info_7002": "升级场上随机1个2级英雄到3级",
"scard_info_7101": "刷新卡池,都是近战英雄",
"scard_info_7102": "刷新卡池,都是远程英雄",
"scard_info_7103": "刷新卡池都是3级卡池等级英雄"
}

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@@ -93,49 +93,60 @@ export class GameDataSync {
});
}
/**
* 将获取到的云端数据与本地对比并合并
*/
public syncWithCloudData(cloudData: CloudData | null) {
const localData = this.loadFromLocal();
let cloudTs = cloudData?.data?.timestamp || 0;
let localTs = localData?.timestamp || 0;
if (!localData || cloudTs > localTs) {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
if (cloudData) {
smc.overrideLocalDataWithRemote(cloudData);
this.saveToLocal(); // 同步到本地
}
} else {
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。`);
smc.overrideLocalDataWithRemote({ data: localData });
// 本地数据较新,需要强制推送到云端以保证多端一致
this._localDataDirty = true;
this.executeCloudSync();
}
}
public getCloudData() {
const localData = this.loadFromLocal();
// 未登录微信云端前,先用本地数据顶上(让玩家秒进游戏)
if (localData && !this.isWxClient()) {
smc.overrideLocalDataWithRemote({ data: localData });
return;
return Promise.resolve(false);
}
WxCloudApi.get().then(async (result) => {
return WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let cloudData = result.result.data as CloudData;
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据成功:`, cloudData);
// 冲突解决:基于时间戳比较(云端时间戳 > 本地时间戳 则覆盖)
let cloudTs = cloudData?.data?.timestamp || 0;
let localTs = localData?.timestamp || 0;
this.syncWithCloudData(cloudData);
if (!localData || cloudTs > localTs) {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据更新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
smc.overrideLocalDataWithRemote(cloudData);
this.saveToLocal(); // 同步到本地
} else {
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。`);
smc.overrideLocalDataWithRemote({ data: localData });
// 本地数据较新,需要强制推送到云端以保证多端一致
this._localDataDirty = true;
this.executeCloudSync();
}
return true
return true;
} else {
mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据失败,使用本地缓存兜底。`);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false
return false;
}
}).catch((error) => {
mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据异常:`, error);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false;
});
}
}

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@@ -17,16 +17,12 @@ import { gameDataSync } from "./GameDataSync";
*/
export interface GameDate{
gold:number,
heros:any,
fight_hero: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>>,
player_level: number,
player_exp: number,
talent_points: number,
skills?: {uuid:0,count:0},
friend?: {uuid:0,count:0},
}
}
export interface CloudData {
@@ -64,8 +60,6 @@ export class SingletonModuleComp extends ecs.Comp {
guides:any=[0,0,0,0,0]
current_guide:number=0
fight_hero: number = 5001; // 单个出战英雄
heros:any= [5001]
collection: {
talents: Partial<Record<TalentType, number>>;
@@ -239,14 +233,6 @@ export class SingletonModuleComp extends ecs.Comp {
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
// 同步英雄
if (data.heros && Array.isArray(data.heros)) {
this.heros = data.heros;
}
// 同步出战英雄
if (data.fight_hero !== undefined) {
this.fight_hero = data.fight_hero;
}
// 恢复收集记录
if (data.collection) {
const remoteCol = data.collection;
@@ -267,8 +253,6 @@ export class SingletonModuleComp extends ecs.Comp {
getGameDate(){
let data: GameDate = {
gold: this.vmdata.gold,
heros: this.heros,
fight_hero: this.fight_hero,
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
};

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@@ -14,6 +14,7 @@ import { LoadingViewComp } from "./view/LoadingViewComp";
import { smc } from "../common/SingletonModuleComp";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { mLogger } from "../common/Logger";
import { gameDataSync } from "../common/GameDataSync";
/**
* 游戏进入初始化模块
@@ -29,7 +30,7 @@ export class Initialize extends ecs.Entity {
// 加载自定义资
this.loadCustom(queue);
// 加载多语言包
// this.loadLanguage(queue);
this.loadLanguage(queue);
// 加载公共资源
this.loadCommon(queue);
// 加载游戏内容加载进度提示界面
@@ -85,13 +86,6 @@ export class Initialize extends ecs.Entity {
oops.res.loadDir("common", next);
});
}
/**
* 判断是否为微信客户端
*/
private isWxClient(): boolean {
// 检查是否存在微信API
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
}
/**
* 统一的游戏数据加载流程
@@ -102,7 +96,7 @@ export class Initialize extends ecs.Entity {
try {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 开始统一数据加载流程...");
if (this.isWxClient()) {
if (gameDataSync.isWxClient()) {
// 微信客户端:加载云端数据
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 检测到微信客户端,使用云端数据");
await this.loadFromCloud();
@@ -130,36 +124,33 @@ export class Initialize extends ecs.Entity {
const loginResult = await WxCloudApi.login();
const response = loginResult.result;
if (loginResult.result.code === 200) {
if (response && response.code === 200) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录成功");
smc.updateCloudData()
const cloudData = loginResult.result.data;
try {
// 直接覆盖基础游戏数据
if (cloudData.openid) {
smc.openid=cloudData.openid
}
// 直接覆盖出战英雄配置
if (cloudData.game_data) {
let gameDate=cloudData.game_data
if( gameDate.gold ) smc.vmdata.gold=gameDate.gold
if( gameDate.heros ) smc.heros=gameDate.heros
if( gameDate.fight_hero ) smc.fight_hero=gameDate.fight_hero
const cloudData = response.data;
if (cloudData && cloudData.openid) {
smc.openid = cloudData.openid;
}
} catch (error) {
mLogger.log(this.debugMode, 'Initialize', `[SMC]: 数据覆盖失败:`, error);
}
// 将 login 获取的 game_data 封装为统一下发格式,交给 gameDataSync 对比与合并
const formattedCloudData = {
openid: cloudData?.openid || '',
data: cloudData?.game_data || {}
};
gameDataSync.syncWithCloudData(formattedCloudData);
} else {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg);
// 登录失败时使用本地数据 游戏需要退出
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg);
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response?.msg);
// 登录失败时使用本地数据
gameDataSync.syncWithCloudData(null);
}
} catch (error) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error);
// 异常时使用本地数据 游戏需要退出
// 异常时使用本地数据兜底
gameDataSync.syncWithCloudData(null);
}
}
@@ -168,10 +159,8 @@ export class Initialize extends ecs.Entity {
*/
private async loadFromLocalDebug() {
try {
// 使用本地调试API模拟云端接口
// 用本地调试数据覆盖客户端数据
gameDataSync.syncWithCloudData(null);
} catch (error) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error);
}

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@@ -20,7 +20,7 @@ if (loginResult.result.code === 200) {
const userData = loginResult.result.data;
console.log("用户ID:", userData.user_id);
console.log("金币:", userData.data.gold);
console.log("出战英雄:", userData.fight_heros);
console.log("用户金币:", userData.gold);
}
```