Files
pixelheros/assets/script/game/common/SingletonModuleComp.ts
pan 31df25033d 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
2026-06-02 16:00:41 +08:00

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import { sys, resources, SpriteAtlas } from "cc";
import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
import { gameDataSync } from "./GameDataSync";
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,
timestamp?: number, // 用于比对本地与云端数据的最新状态
}
export interface CloudData {
openid: string;
data: GameDate;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
private debugMode: boolean = false;
/** 游戏初始化模块 */
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,
};
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
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: {
score: 0, // 基础得分
// 战斗统计
crt_count: 0, // 暴击次数
wf_count: 0, // 风怒次数
dod_count: 0, // 闪避次数
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
gold_earned: 0,
gold_spent: 0,
refresh_count: 0,
refresh_hit_count: 0,
// 击杀统计
melee_kill_count: 0, // 近战怪击杀数量
remote_kill_count: 0, // 远程怪击杀数量
elite_kill_count: 0, // 精英怪击杀数量
boss_kill_count: 0, // Boss击杀数
// 战绩统计
wave_win_count: 0,
wave_remain_monsters: 0,
wave_all_alive_count: 0,
passed_wave_20: false,
highest_dmg: 0,
score_combat: 0,
score_output: 0,
score_defense: 0,
score_build: 0,
score_efficiency: 0,
achieved_highlights: [],
} 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)
}
reset() {
for (var key in this.vmdata) {
delete this.vmdata[key];
}
}
/**
* 重置单局评分数据
* 在每次新战斗开始时调用,确保上一局的得分不会带入新一局
*/
resetScores() {
this.vmdata.scores = {
score: 0,
crt_count: 0,
wf_count: 0,
dod_count: 0,
back_count: 0,
stun_count: 0,
freeze_count: 0,
total_dmg: 0,
atk_count: 0,
avg_dmg: 0,
thorns_dmg: 0,
crit_dmg_total: 0,
heal_total: 0,
lifesteal_total: 0,
shield_block_count: 0,
dead_trigger_count: 0,
exp_total: 0,
gold_total: 0,
gold_earned: 0,
gold_spent: 0,
refresh_count: 0,
refresh_hit_count: 0,
melee_kill_count: 0,
remote_kill_count: 0,
elite_kill_count: 0,
boss_kill_count: 0,
wave_win_count: 0,
wave_remain_monsters: 0,
wave_all_alive_count: 0,
passed_wave_20: false,
highest_dmg: 0,
score_combat: 0,
score_output: 0,
score_defense: 0,
score_build: 0,
score_efficiency: 0,
achieved_highlights: [],
} as GameScoreStats;
}
// ==================== 数据管理方法 ====================
/**
* 判断是否为微信客户端
*/
isWxClient(): boolean {
return gameDataSync.isWxClient();
}
updateCloudData() {
return gameDataSync.updateCloudData();
}
getCloudData() {
gameDataSync.getCloudData();
}
public async overrideLocalDataWithRemote(cloudData: any) {
try {
// 直接覆盖基础游戏数据
if (cloudData.openid) {
this.openid = cloudData.openid;
}
// 直接覆盖出战英雄配置
if (cloudData.data) {
const data = cloudData.data;
// 同步金币
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
}
// 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() {
let data: GameDate = {
gold: this.vmdata.gold,
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) {
this.vmdata.gold += gold;
if (is_sync) {
gameDataSync.markDataDirty();
}
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
/**
* 在游戏载入早期调用,预加载常用图集
*/
preloadCommonAssets() {
resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
if (!err && atlas) {
// 增加引用计数防止图集被引擎自动垃圾回收GC导致底层 spriteFrames 为 null
atlas.addRef();
this.uiconsAtlas = atlas;
} else {
mLogger.error(this.debugMode, 'SMC', "预加载 gui/uicons 图集失败:", err);
}
});
}
}
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);