Files
pixelheros/assets/script/game/common/SingletonModuleComp.ts
pan 2eb4257dae feat: 实现英雄局外成长系统
1. 新增GameEvent事件枚举HERO_GROWTH_UPDATE
2. 新增英雄局外升级所需碎片配置表
3. 新增英雄局外成长数据持久化与相关工具方法
4. 重构英雄卡片等级逻辑,统一使用局外成长等级
5. 更新英雄设计文档与相关注释
2026-08-17 10:01:42 +08:00

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TypeScript
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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 {
openid?: string,
score?: number,
mission?: number,
diamond?: number,
gold?: number,
task?: number,
noStop?: boolean,
showInfo?: boolean,
tip_done?: {
start: boolean,
hero: boolean,
equip: boolean,
skill: boolean,
shop: boolean,
},
switch_effect?: boolean, // 音效开关
switch_music?: boolean, // 音乐开关
timestamp?: number, // 用于比对本地与云端数据的最新状态
/** 英雄局外成长数据key 为英雄 uuidvalue 为成长记录 */
hero_growth?: Record<number, HeroGrowthRecord>,
}
export interface CloudData {
openid: string;
data: GameDate;
}
/** 英雄局外成长记录 */
export interface HeroGrowthRecord {
/** 英雄模板 uuid对应 heroSet.HeroInfo 的 key */
uuid: number;
/** 当前局外等级(从 1 开始) */
lv: number;
/** 当前拥有的英雄碎片数量 */
fragments: number;
}
/**
* 死亡英雄快照:英雄真实死亡时记录,供后续复活机制(重新召唤)消费。
* 仅记录静态/成长数据不含战斗内临时状态buff、CD 等)。
*/
export interface DeadHeroRecord {
/** 英雄模板 uuid决定重新召唤哪个英雄 */
uuid: number;
/** 死亡时的英雄等级(复活后继承) */
lv: number;
/** 卡牌等级(驱动 bg_node 颜色) */
card_lv: number;
/** 死亡时占用的站位索引(复活时优先归位,-1 表示未分配) */
posIndex: number;
/** 死亡时的回合数(用于统计/按回合清理) */
wave: number;
}
/** 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;
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,
heroGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
/** 本局真实死亡的英雄快照列表,供后续复活机制消费;整局结束(MissionEnd)时清空 */
dead_heroes: [] as DeadHeroRecord[],
};
data: any = {
openid: '',
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,
/** 新手指引完成标记false=需要提醒true=已提醒过(仅提醒 1 次) */
tip_done: {
start: false, // 主页开始按钮
hero: false, // 召唤英雄面板按钮
equip: false, // 购买装备面板按钮
skill: false, // 购买技能卷轴面板按钮
shop: false, // 购买药品面板按钮
},
/** 英雄局外成长数据:记录每个英雄的局外等级与碎片数量 */
hero_growth: {} as Record<number, HeroGrowthRecord>,
}
vmdata: any = {
game_over: false,
game_pause: false,
mission_data: {
mon_num: 0,//怪物数量
pending_mon_num: 0,//待刷出怪物数量MissionMonComp 每帧写入,供回合结束检测与 HUD 进度)
wave_early_skip: 0,//本回合清场加速累计节省的秒数MissionComp 用于还原 DDA 判定口径)
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,//回合时间
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,
refresh_stone: 0,//刷新石(刷新卡池时优先消耗,不足时消耗金币)
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
switch_effect: true, // 音效开关MVVM绑定字段
switch_music: true, // 音乐开关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.syncFromCloud();
}
public async overrideLocalDataWithRemote(cloudData: any) {
try {
// 直接覆盖基础游戏数据
if (cloudData.openid) {
this.data.openid = cloudData.openid;
}
// 直接覆盖出战英雄配置
if (cloudData.data) {
Object.assign(this.data, cloudData.data);
}
// 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 = {
...this.data,
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
}
updateSwitchEffect(isOpen: boolean, is_sync: boolean = true) {
this.vmdata.switch_effect = isOpen;
if (oops.audio) oops.audio.switchEffect = isOpen;
if (is_sync) {
gameDataSync.markDataDirty();
}
}
updateSwitchMusic(isOpen: boolean, is_sync: boolean = true) {
this.vmdata.switch_music = isOpen;
if (oops.audio) oops.audio.switchMusic = isOpen;
if (is_sync) {
gameDataSync.markDataDirty();
}
}
// ==================== 英雄局外成长 ====================
/**
* 获取英雄局外成长记录;若不存在则初始化并返回
* @param uuid 英雄模板 uuid
*/
getHeroGrowth(uuid: number): HeroGrowthRecord {
if (!this.data.hero_growth) this.data.hero_growth = {};
if (!this.data.hero_growth[uuid]) {
this.data.hero_growth[uuid] = { uuid, lv: 1, fragments: 0 };
}
return this.data.hero_growth[uuid];
}
/**
* 获取英雄局外等级(未初始化时返回 1
* @param uuid 英雄模板 uuid
*/
getHeroOuterLv(uuid: number): number {
return this.getHeroGrowth(uuid).lv;
}
/**
* 增加英雄碎片
* @param uuid 英雄模板 uuid
* @param count 增加的碎片数量(正数)
*/
addHeroFragments(uuid: number, count: number): void {
const growth = this.getHeroGrowth(uuid);
growth.fragments = Math.max(0, growth.fragments + count);
gameDataSync.markDataDirty();
oops.message.dispatchEvent(GameEvent.HERO_GROWTH_UPDATE);
}
/**
* 消耗碎片提升英雄局外等级
* @param uuid 英雄模板 uuid
* @param needFragments 本次升级所需碎片数量(由外部配置表计算)
* @returns 是否升级成功
*/
upgradeHero(uuid: number, needFragments: number): boolean {
const growth = this.getHeroGrowth(uuid);
if (growth.fragments < needFragments) return false;
growth.fragments -= needFragments;
growth.lv += 1;
gameDataSync.markDataDirty();
oops.message.dispatchEvent(GameEvent.HERO_GROWTH_UPDATE);
return true;
}
/**
* 在游戏载入早期调用,预加载常用图集
*/
preloadCommonAssets() {
resources.load("gui/ui6", 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/ui6 图集失败:", err);
}
});
}
}
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);