Files
pixelheros/assets/script/game/common/SingletonModuleComp.ts
panw fe5ed952d5 fix: 修复角色控制器和任务卡片的显示问题
修复角色控制器prefab的_active属性设置为true以正确显示
将SingletonModuleComp的showInfo默认值改为true以显示信息
在MissionCardComp的onMissionStart中添加noStop.active = false以正确初始化状态
2026-01-15 15:04:44 +08:00

357 lines
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TypeScript
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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 { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { GameEvent } from "./config/GameEvent";
import * as exp from "constants";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Attrs, GameScoreStats } from "./config/HeroAttrs";
import { count, time } from "console";
import { getLevelExp } from "../map/RogueConfig";
/**
* 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)
*/
interface GameDate{
gold:number,
heros:any,
fight_hero:number,
collection?: {
talents: Record<number, number>,
skills: {uuid:0,count:0},
friend:{uuid:0,count:0},
}
}
interface CloudData {
openid: string;
data: GameDate;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
/** 游戏初始化模块 */
initialize: Initialize = null!;
/** 游戏地图 */
map: GameMap = 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
meat:0,
exp:0,
task:0,
noStop:false,
showInfo:true,
}
guides:any=[0,0,0,0,0]
current_guide:number=0
fight_hero: number = 5001; // 单个出战英雄
heros:any= [5001]
monsters:any = [];
vmdata: any = {
game_over:false,
game_pause:false,
mission_data:{
mon_num:0,//怪物数量
hero_num:0,//英雄数量
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
unlockCoin: 20,
},
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
// 资源统计
exp_total: 0, // 经验总数
gold_total: 0, // 金币总数
// 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
} as GameScoreStats,
hero:{
name:'',
path:'',
as:0,
type:0,
lv:0,
exp:0,
exp_max:100,
exp_pre:0,
hp:50,
hp_max:100,
mp:50,
mp_max:100,
def:0,
ap:0,
dis:0,
crt:0,
speed:0,
skills:[],
buff:[],
tal:[],
info:'',
},
// 收集记录
collection: {
talents: {} as Record<number, number>,
skill: {uuid:0,count:0},
friend:{uuid:0,count:0},
},
gold: 200, // 金币数据MVVM绑定字段
};
/**
* 记录天赋获取
* @param id 天赋ID
*/
addTalentRecord(id: number) {
if (!this.vmdata.collection.talents[id]) {
this.vmdata.collection.talents[id] = 0;
}
this.vmdata.collection.talents[id]++;
console.log(`[SMC] 记录天赋获取: ID=${id}, 次数=${this.vmdata.collection.talents[id]}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
/**
* 记录技能获取
* @param id 技能ID
*/
addSkillRecord(id: number) {
if (!this.vmdata.collection.skill.uuid) {
this.vmdata.collection.skill.uuid = id;
}
this.vmdata.collection.skill.count++;
console.log(`[SMC] 记录技能获取: ID=${id}, 次数=${this.vmdata.collection.skill.count}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
/**
* 记录好友获取
* @param id 好友ID
*/
addFriendHero(id: number) {
if (!this.vmdata.collection.friend.uuid) {
this.vmdata.collection.friend.uuid = id;
}
this.vmdata.collection.friend.count++;
console.log(`[SMC] 记录好友获取: ID=${id}, 次数=${this.vmdata.collection.friend.count}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
vmAdd() {
VM.add(this.vmdata, "data");
}
reset() {
for (var key in this.vmdata) {
delete this.vmdata[key];
}
}
// ==================== 数据管理方法 ====================
/**
* 判断是否为微信客户端
*/
private isWxClient(): boolean {
// 检查是否存在微信API
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
}
finishGuide(index:number){
smc.guides[index]=1
//存储到远程服务器 后续再添加
}
updateCloudData(){
let gemeDate=this.getGameDate()
WxCloudApi.save(gemeDate).then((result) => {
console.log('云端保存')
if(result.result.code === 200) {
console.log("保存成功",result.result)
return true
} else {
console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
return false
}
}).catch((error) => {
console.error(`[SMC]: 增加游戏数据异常:`, error);
return false
});
return true
}
getCloudData(){
WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let data=result.result.data
console.log(`[SMC]: 获取游戏数据成功:`, result.result);
this.overrideLocalDataWithRemote(data)
return true
} else {
console.warn(`[SMC]: 游戏数据增加失败`);
return false
}
}).catch((error) => {
console.error(`[SMC]: 获取游戏数据异常:`, error);
});
}
public async overrideLocalDataWithRemote(CloudData) {
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) {
if(CloudData.data.gold) this.vmdata.gold=CloudData.data.gold
if(CloudData.data.heros) this.heros=CloudData.data.heros
if(CloudData.data.fight_hero) this.fight_hero=CloudData.data.fight_hero
// 恢复收集记录
if(CloudData.data.collection) {
this.vmdata.collection = CloudData.data.collection;
}
}
} catch (error) {
console.error(`[SMC]: 数据覆盖失败:`, error);
}
}
getGameDate(){
return {
gold:this.vmdata.gold,
heros:this.heros,
fight_hero:this.fight_hero,
collection: this.vmdata.collection
}
}
addHero(hero_uuid:number){
if(this.heros.indexOf(hero_uuid)==-1){
this.heros.push(hero_uuid)
}
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
// 同步不成功删除uuid
this.heros.splice(this.heros.indexOf(hero_uuid), 1);
oops.gui.toast("数据同步失败,已回滚操作");
return false
}
}
return true
}
// 设置单个出战英雄
updateFihgtHero(heroId: number) {
this.fight_hero = heroId;
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
return false
}
}
return true
}
updateGold(gold:number){
this.vmdata.gold += gold;
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}else{
this.vmdata.gold -= gold
return false
}
}
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
/**
* 更新主角英雄数据到 VM
* @param heroAttrs 英雄属性组件
*/
updateHeroInfo(heroAttrs: HeroAttrsComp) {
if (!heroAttrs || !heroAttrs.is_master) return;
const h = this.vmdata.hero;
// 基础信息
h.name = heroAttrs.hero_name;
h.type = heroAttrs.type;
// 防止 ECS 旧数据覆盖 VM 新数据 (如果 VM 里的等级更高,说明刚升级还没同步到 ECS)
if (heroAttrs.lv > h.lv) {
h.lv = heroAttrs.lv;
} else if (h.lv > heroAttrs.lv) {
// 此时应该反向同步?或者等待 CanUpdateLv 事件处理
// 这里暂时保持 VM 的高等级,不被 ECS 覆盖
} else {
h.lv = heroAttrs.lv;
}
// 动态属性
h.hp = Math.floor(heroAttrs.hp);
h.mp = Math.floor(heroAttrs.mp);
// 计算属性
h.hp_max = Math.floor(heroAttrs.Attrs[Attrs.HP_MAX] || 0);
h.mp_max = Math.floor(heroAttrs.Attrs[Attrs.MP_MAX] || 0);
h.def = Math.floor(heroAttrs.Attrs[Attrs.DEF] || 0);
h.ap = Math.floor(heroAttrs.Attrs[Attrs.AP] || 0);
h.dis = Math.floor(heroAttrs.Attrs[Attrs.DIS] || 0);
h.speed = Math.floor(heroAttrs.Attrs[Attrs.SPEED] || 0);
h.crt = Math.floor(heroAttrs.Attrs[Attrs.CRITICAL] || 0);
h.as = Math.floor(heroAttrs.Attrs[Attrs.AS] || 0);
}
error(){
oops.gui.toast("数据处理异常,请重试或重新登录")
}
}
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);