Files
pixelheros/assets/script/game/common/SingletonModuleComp.ts
pan e76cba7933 feat(map): 新增固定波次技能三选一弹窗系统
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
2026-06-03 16:36:22 +08:00

267 lines
8.1 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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
// 技能三选一弹窗:刷新次数(跨波次保留,广告可叠加)
skill_box_refresh_remain: 1, // 初始赠送的刷新次数
skill_box_ad_refresh_remain: 0, // 看广告累计的额外次数
},
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);