UserData.ts 13 KB

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  1. import { _decorator, sys, utils} from "cc";
  2. import { Singleton } from "../core/manager/Singleton";
  3. import { Constants } from "./Constants";
  4. import { Utils } from "../utils/Utils";
  5. import { csvMgr } from "../core/csv/CsvManager";
  6. import { stateMgr } from "../core/manager/StateManager";
  7. const { ccclass, property } = _decorator;
  8. @ccclass("UserData")
  9. class UserData extends Singleton {
  10. //枪的属性列表
  11. public gunAttrKeys:string[] = ["attack","bulletSpeed","stability","magazine",
  12. "reloadingSpeed","zoomingSpeed"];
  13. //玩家是否连续通关
  14. public isContinuePass: boolean = false;
  15. //玩家数据
  16. private _data: any = null;
  17. public get data() {
  18. if (!this._data) {
  19. this.loadFromCache();
  20. this._data = new Proxy(this._data, {
  21. set: (target, prop, value) => {
  22. target[prop] = value;
  23. if(prop === "gold") {//金币
  24. stateMgr.updateAllUI(Constants.gold);
  25. }else if(prop === "diamond") {//钻石
  26. stateMgr.updateAllUI(Constants.diamond);
  27. }
  28. this.saveToCache();
  29. return true;
  30. }
  31. });
  32. }
  33. return this._data;
  34. }
  35. //敌人表
  36. public _enemyTable: Array<any> = null;
  37. public get enemyTable(){
  38. if(!this._enemyTable){
  39. this._enemyTable = csvMgr.getTableArr('enemy');
  40. }
  41. return this._enemyTable;
  42. }
  43. //敌人使用的武器表
  44. public _enemyWeaponTable: Array<any> = null;
  45. public get enemyWeaponTable(){
  46. if(!this._enemyWeaponTable){
  47. this._enemyWeaponTable = csvMgr.getTableArr('enemy_guns');
  48. }
  49. return this._enemyWeaponTable;
  50. }
  51. //扔飞票的表
  52. public _boomerangTable: Array<any> = null;
  53. public get boomerangTable(){
  54. if(!this._boomerangTable){
  55. this._boomerangTable = csvMgr.getTableArr('boomerang');
  56. }
  57. return this._boomerangTable;
  58. }
  59. //扔飞票商店
  60. public _boomerangShopTable: Array<any> = null;
  61. public get boomerangShopTable(){
  62. if(!this._boomerangShopTable){
  63. this._boomerangShopTable = csvMgr.getTableArr('boomerang_shop');
  64. }
  65. return this._boomerangShopTable;
  66. }
  67. //商店
  68. public _shopTable: Array<any> = null;
  69. public get shopTable(){
  70. if(!this._shopTable){
  71. this._shopTable = csvMgr.getTableArr('shop');
  72. }
  73. return this._shopTable;
  74. }
  75. //玩家表
  76. public _playerTable: Array<any> = null;
  77. public get playerTable(){
  78. if(!this._playerTable){
  79. this._playerTable = csvMgr.getTableArr('player');
  80. }
  81. return this._playerTable;
  82. }
  83. //关卡数据表
  84. public _levelsTable: Array<any> = null;
  85. public get levelsTable(){
  86. if(!this._levelsTable){
  87. this._levelsTable = csvMgr.getTableArr('levels');
  88. }
  89. return this._levelsTable;
  90. }
  91. //item数据表
  92. public _itemTable: Array<any> = null;
  93. public get itemTable(){
  94. if(!this._itemTable){
  95. this._itemTable = csvMgr.getTableArr('item');
  96. }
  97. return this._itemTable;
  98. }
  99. //玩家所有枪
  100. public _playerGunsTable: Array<any> = null;
  101. public get playerGunsTable(){
  102. if(!this._playerGunsTable){
  103. this._playerGunsTable = csvMgr.getTableArr('player_guns');
  104. }
  105. return this._playerGunsTable;
  106. }
  107. //玩家所有枪的属性
  108. public _playerGunAttsTable: Array<any> = null;
  109. public get playerGunAttsTable(){
  110. if(!this._playerGunAttsTable){
  111. this._playerGunAttsTable = csvMgr.getTableArr('player_guns_atts');
  112. }
  113. return this._playerGunAttsTable;
  114. }
  115. //杂物比如沙袋油漆桶数据
  116. public _sundriesTable: Array<any> = null;
  117. public get sundriesTable(){
  118. if(!this._sundriesTable){
  119. this._sundriesTable = csvMgr.getTableArr('sundries');
  120. }
  121. return this._sundriesTable;
  122. }
  123. /**
  124. * 读取数据缓存
  125. */
  126. public loadFromCache(){
  127. let l = sys.localStorage.getItem(Constants.localCache.playerData);
  128. if(l){//解密出来转成序列化JSON
  129. this._data = JSON.parse(Utils.decrypt(l));
  130. }else{
  131. //玩家配置数据
  132. let configData:any = Utils.clone(this.playerTable[0]);
  133. //查询玩家所有枪
  134. this._data = {
  135. gold: 88880,//金币
  136. diamond: 88880,//钻石
  137. boomerang: 0,//飞镖个数
  138. level: 1,//关卡等级
  139. ...configData, //转化的基础配置数据
  140. guns: [],//玩家拥有的枪
  141. useIdx: 0,
  142. };
  143. this.getGunData(configData.defaultWeapon,true);
  144. }
  145. }
  146. /**
  147. * 查询一个枪的数据 顺带把枪的属性等级提升的部分参数带过来
  148. * @param id 枪的id
  149. * @param isSave 是否保存绑定在玩家身上
  150. * @returns 返回枪查询的枪的数据
  151. */
  152. public getGunData(id: string,isSave: boolean = false):any{
  153. //如果玩家已经拥有该枪 则直接返回
  154. let gData: any = this._data.guns.find(e=>e.id == id);
  155. if(!gData){
  156. gData = Utils.clone(this.playerGunsTable).find(e=>e.id == id);
  157. }
  158. if(!gData)return;
  159. this.gunAttrKeys.forEach((arg_name:string,idx: number) => {
  160. const levelKey:string = `${arg_name}Level`;
  161. let attrLevel:number = 1;
  162. if(gData[levelKey] != null){
  163. attrLevel = gData[levelKey];
  164. }
  165. let fun: Function = (i,l,name)=>{
  166. const data:any = this.playerGunAttsTable.find(
  167. e=>e.id == i
  168. && e.level == l
  169. && e.attribute_name == name);
  170. return data;
  171. };
  172. let glData:any = fun(id,attrLevel,arg_name);
  173. if(glData){
  174. let nextGLData:any = fun(id,attrLevel + 1,arg_name);
  175. if(!nextGLData){nextGLData = glData};
  176. //unique_id 这个字段为了识别到时候同一个属性 升级极端情况下 材料消耗相同的时候的判断
  177. if(idx == 0){
  178. gData.attack += glData.value;//伤害
  179. gData.attackUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  180. gData.attackLevel= glData.level;//属性等级
  181. gData.attackExpenditure = glData.expenditure;//当前等级消耗
  182. gData.nextAttackExpenditure = nextGLData ? nextGLData.expenditure : null;//伤害下一个等级升级消耗
  183. }else if(idx == 1){
  184. gData.bulletSpeed += glData.value;//射速
  185. gData.bulletSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  186. gData.bulletSpeedLevel= glData.level;//属性等级
  187. gData.bulletSpeedExpenditure = glData.expenditure;
  188. gData.nextBulletSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//射速下一个等级升级消耗
  189. }else if(idx == 2){
  190. gData.stability += glData.value;//稳定性
  191. gData.stabilityUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  192. gData.stabilityLevel= glData.level;//属性等级
  193. gData.stabilityExpenditure = glData.expenditure;
  194. gData.nextStabilityExpenditure = nextGLData ? nextGLData.expenditure : null;//稳定性下一个等级升级消耗
  195. }else if(idx == 3){
  196. gData.magazine+= glData.value;//弹匣
  197. gData.magazineUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  198. gData.magazineLevel= glData.level;//属性等级
  199. gData.magazineExpenditure = glData.expenditure;
  200. gData.nextMagazineExpenditure = nextGLData ? nextGLData.expenditure : null;//弹匣下一个等级升级消耗
  201. }else if(idx == 4){
  202. gData.reloadingSpeed += glData.value;//装填速度
  203. gData.reloadingSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  204. gData.reloadingSpeedLevel= glData.level;//属性等级
  205. gData.reloadingSpeedExpenditure = glData.expenditure;
  206. gData.nextReloadingSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//装填速度下一个等级升级消耗
  207. }else if(idx == 5){
  208. gData.zoomingSpeed += glData.value;//缩放速度
  209. gData.zoomingSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  210. gData.zoomingSpeedLevel= glData.level;//属性等级
  211. gData.zoomingSpeedExpenditure = glData.expenditure;
  212. gData.nextZoomingSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//缩放速度下一个等级升级消耗
  213. }
  214. }
  215. });
  216. if(isSave){
  217. let indx: number = this._data.guns.findIndex(e=>e.id == gData.id);
  218. if(indx == -1){
  219. this._data.guns.push(gData);
  220. }
  221. this.saveToCache();
  222. }
  223. return gData;
  224. }
  225. /**
  226. * 查询玩家的一把武器的某个属性的总的值 和 武器某个属性升级的最大等级
  227. * @param gun 查询的枪
  228. * @param attribute_name 属性
  229. */
  230. public getGunMaxValue(gun: any,attribute_name: string): {
  231. totalValue: number,
  232. maxLevel: number,
  233. isMaxLevel?: boolean
  234. }{
  235. if(!gun) return {totalValue: 0, maxLevel: 0,isMaxLevel: false};
  236. //过滤匹配的数据
  237. const filteredData = this.playerGunAttsTable.filter(
  238. e => e.id === gun.id && e.attribute_name === attribute_name
  239. );
  240. //计算总值
  241. const totalValue = filteredData.reduce((sum, item) => sum + item.value, 0);
  242. //计算最大等级 如果数组为空则返回0
  243. const maxLevel = filteredData.length > 0
  244. ? Math.max(...filteredData.map(item => item.level))
  245. : 0;
  246. //基础值 + 升级累加值
  247. const attrLevelKey:string = `${attribute_name}Level`;
  248. const baseData:any = userIns.playerGunsTable.find(e=>e.id == gun.id);
  249. return {
  250. totalValue: baseData[attribute_name] + totalValue,
  251. maxLevel: maxLevel,
  252. isMaxLevel: gun[attrLevelKey] >= maxLevel
  253. };
  254. }
  255. /**
  256. * 升级某个枪的属性
  257. */
  258. public upgradeGun(gun: any,attribute_name: string){
  259. if(!gun)return;
  260. let hasGun:any = this.data.guns.find(e=>e.id == gun.id);
  261. if(!hasGun)return;
  262. //查询属性的等级
  263. const attrLevelKey:string = `${attribute_name}Level`;
  264. hasGun[attrLevelKey]+= 1;
  265. this.getGunData(gun.id,true);
  266. }
  267. /**
  268. * 得到当前用户使用的枪
  269. */
  270. public getCurUseGun(){
  271. let pData:any = {};
  272. if(this.data.useIdx < this.data.guns.length){
  273. let gun = this.data.guns[this.data.useIdx];
  274. Object.assign(pData,this._data,gun);
  275. }
  276. return pData;
  277. }
  278. /**
  279. * 用户切换使用的枪
  280. * @param id 枪的id
  281. */
  282. public changeGun(id: string){
  283. if(Utils.isNull(id))return;
  284. let idx:number = this.data.guns.findIndex(e=>e.id == id);
  285. if(idx != -1){
  286. this.data.useIdx = idx;
  287. this.getGunData(id,true);
  288. }
  289. }
  290. /**
  291. * 解锁全部枪玩家的枪
  292. */
  293. public unlockAllGuns(){
  294. Utils.clone(this.playerGunsTable).forEach(e => {
  295. this.getGunData(e.id,true);
  296. });
  297. }
  298. /**
  299. * 是否拥有这把枪
  300. */
  301. public isHasGun(id: string){
  302. if(Utils.isNull(id))return false;
  303. let gun:any = this.data.guns.find(e=>e.id == id);
  304. return gun != null;
  305. }
  306. /**
  307. * 解锁武器
  308. * @param id 枪的id
  309. */
  310. public unlockGun(id: string){
  311. if(Utils.isNull(id) || this.isHasGun(id))return;
  312. this.getGunData(id,true);
  313. }
  314. /**
  315. * 得到当前关卡下的敌人数据
  316. */
  317. public getCurLevelData(){
  318. const safeIndex = Math.min(this.data.level - 1, this.levelsTable.length -1);
  319. return this.levelsTable[safeIndex];
  320. }
  321. /**
  322. * 保存到缓存中
  323. */
  324. public saveToCache(){
  325. const data = JSON.stringify(this.data);
  326. //序列化JSON字符串过后加密存储
  327. sys.localStorage.setItem(Constants.localCache.playerData, Utils.encrypt(data));
  328. }
  329. /**
  330. * 删除缓存
  331. */
  332. public removeData(){
  333. this._data = null;
  334. sys.localStorage.removeItem(Constants.localCache.playerData);
  335. this.loadFromCache();
  336. }
  337. }
  338. //全局单例
  339. export const userIns = UserData.ins();