1. 新增MSkillBoxComp弹窗组件,实现固定波次触发的技能卡选择功能 2. 新增SkillBoxCardConfig配置与SkillBoxPool技能池,支持按波次配置技能 3. 重构MissionCardComp,将技能卡抽取改为固定波次弹窗触发 4. 扩展SingletonModuleComp与MissionComp,添加技能刷新次数持久化逻辑 5. 优化MissSkillsComp,新增SkillBox专属技能加载流程 6. 修复SkillBoxComp,支持自定义技能参数覆盖 7. 调整UIConfig与CardSet配置,适配新的技能卡流程
267 lines
8.1 KiB
TypeScript
267 lines
8.1 KiB
TypeScript
import { sys, resources, SpriteAtlas } from "cc";
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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 { 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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import { gameDataSync } from "./GameDataSync";
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import { FightSet } from "./config/GameSet";
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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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export interface GameDate {
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gold: 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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}
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export 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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/** 全局缓存的通用图集 */
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uiconsAtlas: SpriteAtlas | null = 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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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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hero_max_num: FightSet.HERO_MAX_NUM,//英雄可召唤上限
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hero_extend_max_num: FightSet.HERO_MAX_NUM + 1,//英雄可拓展上限
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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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// 技能三选一弹窗:刷新次数(跨波次保留,广告可叠加)
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skill_box_refresh_remain: 1, // 初始赠送的刷新次数
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skill_box_ad_refresh_remain: 0, // 看广告累计的额外次数
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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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shield_block_count: 0,
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dead_trigger_count: 0,
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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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gold_earned: 0,
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gold_spent: 0,
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refresh_count: 0,
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refresh_hit_count: 0,
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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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// 战绩统计
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wave_win_count: 0,
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wave_remain_monsters: 0,
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wave_all_alive_count: 0,
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passed_wave_20: false,
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highest_dmg: 0,
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score_combat: 0,
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score_output: 0,
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score_defense: 0,
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score_build: 0,
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score_efficiency: 0,
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achieved_highlights: [],
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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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/**
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* 重置单局评分数据
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* 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
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*/
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resetScores() {
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this.vmdata.scores = {
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score: 0,
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crt_count: 0,
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wf_count: 0,
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dod_count: 0,
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back_count: 0,
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stun_count: 0,
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freeze_count: 0,
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total_dmg: 0,
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atk_count: 0,
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avg_dmg: 0,
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thorns_dmg: 0,
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crit_dmg_total: 0,
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heal_total: 0,
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lifesteal_total: 0,
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shield_block_count: 0,
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dead_trigger_count: 0,
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exp_total: 0,
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gold_total: 0,
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gold_earned: 0,
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gold_spent: 0,
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refresh_count: 0,
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refresh_hit_count: 0,
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melee_kill_count: 0,
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remote_kill_count: 0,
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elite_kill_count: 0,
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boss_kill_count: 0,
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wave_win_count: 0,
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wave_remain_monsters: 0,
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wave_all_alive_count: 0,
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passed_wave_20: false,
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highest_dmg: 0,
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score_combat: 0,
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score_output: 0,
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score_defense: 0,
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score_build: 0,
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score_efficiency: 0,
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achieved_highlights: [],
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} as GameScoreStats;
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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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isWxClient(): boolean {
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return gameDataSync.isWxClient();
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}
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updateCloudData() {
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return gameDataSync.updateCloudData();
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}
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getCloudData() {
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gameDataSync.getCloudData();
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}
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public async overrideLocalDataWithRemote(cloudData: any) {
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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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const data = cloudData.data;
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// 同步金币
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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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}
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// 触发UI更新
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE);
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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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let data: GameDate = {
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gold: this.vmdata.gold,
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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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return data;
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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 (is_sync) {
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gameDataSync.markDataDirty();
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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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/**
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* 在游戏载入早期调用,预加载常用图集
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*/
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preloadCommonAssets() {
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resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
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if (!err && atlas) {
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// 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
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atlas.addRef();
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this.uiconsAtlas = atlas;
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} else {
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mLogger.error(this.debugMode, 'SMC', "预加载 gui/uicons 图集失败:", err);
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}
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});
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}
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}
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export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);
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