- 删除 SCDSystem、HeroAttrSystem 等独立系统,将功能整合到现有组件 - 移除 TalComp 天赋组件及相关配置(TalSet、AttrSet、CardSet) - 清理 HeroAttrs 中未使用的属性枚举,保留核心战斗属性 - 简化 Hero 实体创建逻辑,不再为主角挂载天赋组件 - 移除 SingletonModuleComp 中与天赋、经验、收集相关的数据管理
240 lines
7.7 KiB
TypeScript
240 lines
7.7 KiB
TypeScript
import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Initialize } from "../initialize/Initialize";
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import { GameMap } from "../map/GameMap";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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import { GameEvent } from "./config/GameEvent";
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import { GameScoreStats } from "./config/HeroAttrs";
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import { mLogger } from "./Logger";
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* @param remoteData 远程数据(云端或本地调试)
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*/
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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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collection?: {
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talents: Record<number, 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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interface CloudData {
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openid: string;
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data: GameDate;
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}
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/** 游戏模块 */
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@ecs.register('SingletonModule')
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export class SingletonModuleComp extends ecs.Comp {
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private debugMode: boolean = false;
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/** 游戏初始化模块 */
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initialize: Initialize = null!;
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/** 游戏地图 */
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map: GameMap = null!;
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openid:string=''
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mission:any={
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status:0, //0:未开始 1:进行中 2:胜利 3:失败
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play:false,
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pause:false,
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in_select:false,
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in_fight:false,
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stop_mon_action:false,
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};
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data:any={
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score:0,
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mission:1,
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diamond:100, //商店购买 及 双倍奖励资源
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gold:1000,
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task:0,
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noStop:false,
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showInfo:true,
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}
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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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vmdata: any = {
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game_over:false,
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game_pause:false,
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mission_data:{
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mon_num:0,//怪物数量
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hero_num:0,//英雄数量
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wave_time_num:0,//波次时间
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in_fight:false,
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fight_time:0,//战斗时间
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level:1,//关卡等级
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max_mission:4,//最大关卡
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coin:0,
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time:15*60,//游戏时间
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unlockCoin: 20,
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},
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scores: {
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score: 0, // 基础得分
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// 战斗统计
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crt_count: 0, // 暴击次数
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wf_count: 0, // 风怒次数
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dod_count: 0, // 闪避次数
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back_count: 0, // 击退次数
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stun_count: 0, // 击晕次数
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freeze_count: 0, // 冰冻次数
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// 伤害统计
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total_dmg: 0, // 总伤害
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atk_count: 0, // 攻击次数
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avg_dmg: 0, // 平均伤害
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thorns_dmg: 0, // 反伤伤害
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crit_dmg_total: 0, // 暴击伤害总额
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// 生存统计
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heal_total: 0, // 治疗总量
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lifesteal_total: 0, // 吸血总量
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// 资源统计
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exp_total: 0, // 经验总数
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gold_total: 0, // 金币总数
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// 击杀统计
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melee_kill_count: 0, // 近战怪击杀数量
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remote_kill_count: 0, // 远程怪击杀数量
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elite_kill_count: 0, // 精英怪击杀数量
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boss_kill_count: 0, // Boss击杀数
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} as GameScoreStats,
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gold: 0, // 金币数据(MVVM绑定字段)
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};
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vmAdd() {
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VM.add(this.vmdata, "data");
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// mLogger.log(this.debugMode, 'SMC', "[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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reset() {
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for (var key in this.vmdata) {
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delete this.vmdata[key];
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}
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}
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// ==================== 数据管理方法 ====================
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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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finishGuide(index:number){
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smc.guides[index]=1
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//存储到远程服务器 后续再添加
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}
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updateCloudData(){
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let gemeDate=this.getGameDate()
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WxCloudApi.save(gemeDate).then((result) => {
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mLogger.log(this.debugMode, 'SMC', '云端保存')
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if(result.result.code === 200) {
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mLogger.log(this.debugMode, 'SMC', "保存成功",result.result)
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return true
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} else {
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mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败: ${result.result.msg}`);
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return false
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}
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}).catch((error) => {
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mLogger.error(this.debugMode, 'SMC', `[SMC]: 增加游戏数据异常:`, error);
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return false
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});
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return true
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}
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getCloudData(){
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WxCloudApi.get().then(async (result) => {
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if(result.result.code === 200) {
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let data=result.result.data
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mLogger.log(this.debugMode, 'SMC', `[SMC]: 获取游戏数据成功:`, result.result);
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this.overrideLocalDataWithRemote(data)
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return true
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} else {
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mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败`);
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return false
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}
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}).catch((error) => {
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mLogger.error(this.debugMode, 'SMC', `[SMC]: 获取游戏数据异常:`, error);
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});
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}
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public async overrideLocalDataWithRemote(CloudData) {
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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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this.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.data) {
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if(CloudData.data.gold) this.vmdata.gold=CloudData.data.gold
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if(CloudData.data.heros) this.heros=CloudData.data.heros
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if(CloudData.data.fight_hero) this.fight_hero=CloudData.data.fight_hero
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// 恢复收集记录
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if(CloudData.data.collection) {
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this.vmdata.collection = CloudData.data.collection;
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}
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}
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} catch (error) {
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mLogger.error(this.debugMode, 'SMC', `[SMC]: 数据覆盖失败:`, error);
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}
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}
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getGameDate(){
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return {
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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.vmdata.collection
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}
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}
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addHero(hero_uuid:number){
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if(this.heros.indexOf(hero_uuid)==-1){
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this.heros.push(hero_uuid)
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}
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if(this.isWxClient()){
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let res = this.updateCloudData()
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if (res){
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return true
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}else{
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// 同步不成功,删除uuid
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this.heros.splice(this.heros.indexOf(hero_uuid), 1);
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oops.gui.toast("数据同步失败,已回滚操作");
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return false
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}
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}
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return true
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}
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updateGold(gold:number, is_sync: boolean = true){
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this.vmdata.gold += gold;
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if(this.isWxClient() && is_sync){
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let res = this.updateCloudData()
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if (res){
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}else{
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this.vmdata.gold -= gold
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return false
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}
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}
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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error(){
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oops.gui.toast("数据处理异常,请重试或重新登录")
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}
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}
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export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp); |