UserData.ts 14 KB

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  1. import { _decorator, game, 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. import { eventEmitter } from "../core/event/EventEmitter";
  8. const { ccclass, property } = _decorator;
  9. /*
  10. @description 枪的属性值
  11. */
  12. export enum GunAttribute {
  13. /**伤害攻击*/
  14. attack = "attack",
  15. /**子弹速度*/
  16. bulletSpeed = "bulletSpeed",
  17. /**稳定性*/
  18. stability = "stability",
  19. /**弹夹容量*/
  20. magazine = "magazine",
  21. /**换弹速度*/
  22. reloadingSpeed = "reloadingSpeed",
  23. /**镜头缩放速度*/
  24. zoomingSpeed = "zoomingSpeed"
  25. }
  26. @ccclass("UserData")
  27. class UserData extends Singleton {
  28. //枪的属性列表
  29. public gunAttrKeys:string[] = Object.values(GunAttribute);
  30. //玩家是否连续通关 如果连续通关 这个值会大于1
  31. public passNum: number = 0;
  32. //玩家数据
  33. private _data: any = null;
  34. public get data() {
  35. if (!this._data) {
  36. this.loadFromCache();
  37. this._data = new Proxy(this._data, {
  38. set: (target, prop, value) => {
  39. target[prop] = value;
  40. if(prop === "gold") {//金币
  41. stateMgr.updateAllUI(Constants.gold);
  42. }else if(prop === "diamond") {//钻石
  43. stateMgr.updateAllUI(Constants.diamond);
  44. }
  45. this.saveToCache();
  46. return true;
  47. }
  48. });
  49. }
  50. return this._data;
  51. }
  52. //敌人表
  53. public _enemyTable: Array<any> = null;
  54. public get enemyTable(){
  55. if(!this._enemyTable){
  56. this._enemyTable = csvMgr.getTableArr('enemy');
  57. }
  58. return this._enemyTable;
  59. }
  60. //敌人使用的武器表
  61. public _enemyWeaponTable: Array<any> = null;
  62. public get enemyWeaponTable(){
  63. if(!this._enemyWeaponTable){
  64. this._enemyWeaponTable = csvMgr.getTableArr('enemy_guns');
  65. }
  66. return this._enemyWeaponTable;
  67. }
  68. //扔飞票的表
  69. public _boomerangTable: Array<any> = null;
  70. public get boomerangTable(){
  71. if(!this._boomerangTable){
  72. this._boomerangTable = csvMgr.getTableArr('boomerang');
  73. }
  74. return this._boomerangTable;
  75. }
  76. //扔飞票商店
  77. public _boomerangShopTable: Array<any> = null;
  78. public get boomerangShopTable(){
  79. if(!this._boomerangShopTable){
  80. this._boomerangShopTable = csvMgr.getTableArr('boomerang_shop');
  81. }
  82. return this._boomerangShopTable;
  83. }
  84. //商店
  85. public _shopTable: Array<any> = null;
  86. public get shopTable(){
  87. if(!this._shopTable){
  88. this._shopTable = csvMgr.getTableArr('shop');
  89. }
  90. return this._shopTable;
  91. }
  92. //玩家表
  93. public _playerTable: Array<any> = null;
  94. public get playerTable(){
  95. if(!this._playerTable){
  96. this._playerTable = csvMgr.getTableArr('player');
  97. }
  98. return this._playerTable;
  99. }
  100. //关卡数据表
  101. public _levelsTable: Array<any> = null;
  102. public get levelsTable(){
  103. if(!this._levelsTable){
  104. this._levelsTable = csvMgr.getTableArr('levels');
  105. }
  106. return this._levelsTable;
  107. }
  108. //item数据表
  109. public _itemTable: Array<any> = null;
  110. public get itemTable(){
  111. if(!this._itemTable){
  112. this._itemTable = csvMgr.getTableArr('item');
  113. }
  114. return this._itemTable;
  115. }
  116. //玩家所有枪
  117. public _playerGunsTable: Array<any> = null;
  118. public get playerGunsTable(){
  119. if(!this._playerGunsTable){
  120. this._playerGunsTable = csvMgr.getTableArr('player_guns');
  121. }
  122. return this._playerGunsTable;
  123. }
  124. //玩家所有枪的属性
  125. public _playerGunAttsTable: Array<any> = null;
  126. public get playerGunAttsTable(){
  127. if(!this._playerGunAttsTable){
  128. this._playerGunAttsTable = csvMgr.getTableArr('player_guns_atts');
  129. }
  130. return this._playerGunAttsTable;
  131. }
  132. //杂物比如沙袋油漆桶数据
  133. public _sundriesTable: Array<any> = null;
  134. public get sundriesTable(){
  135. if(!this._sundriesTable){
  136. this._sundriesTable = csvMgr.getTableArr('sundries');
  137. }
  138. return this._sundriesTable;
  139. }
  140. /**
  141. * 读取数据缓存
  142. */
  143. public loadFromCache(){
  144. let l = sys.localStorage.getItem(Constants.localCache.playerData);
  145. if(l){//解密出来转成序列化JSON
  146. this._data = JSON.parse(Utils.decrypt(l));
  147. }else{
  148. //玩家配置数据
  149. let configData:any = Utils.clone(this.playerTable[0]);
  150. //查询玩家所有枪
  151. this._data = {
  152. gold: 80000,//金币
  153. diamond: 80000,//钻石
  154. boomerang: 0,//飞镖个数
  155. level: 1,//关卡等级
  156. ...configData, //转化的基础配置数据
  157. guns: [],//玩家拥有的枪
  158. useIdx: 0,
  159. cutNum: 0,//切枪次数
  160. };
  161. this.getGunData(configData.defaultWeapon,true,'');
  162. }
  163. }
  164. /**
  165. * 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
  166. * @param id 枪的id
  167. * @param isSave 是否保存绑定在玩家身上
  168. * @param attr_name 属性名字这儿要升级 只有当第一个的没有拥有这把枪的时候 才不传值
  169. * 如果是已经 拥有了这把枪 要升级属性时,这个方法不要重复调用,因为会 加等级上的参数值 原因是这个要没把枪持久化数据保存
  170. * @returns 返回枪查询的枪的数据
  171. */
  172. private getGunData(id: string,isSave: boolean = false,attr_name: string = ''):any{
  173. //如果玩家已经拥有该枪 则直接返回
  174. let gData: any = this._data.guns.find(e=>e.id == id);
  175. if(!gData){
  176. gData = Utils.clone(this.playerGunsTable).find(e=>e.id == id);
  177. }
  178. if(!gData)return;
  179. //属性名字这儿要升级 只有没有拥有这把枪的时候attr_name才默认不传值
  180. let attrKeys:any[] = Utils.clone(this.gunAttrKeys);
  181. if(!Utils.isNull(attr_name)){
  182. attrKeys = attrKeys.filter(e=>e == attr_name);
  183. }
  184. if(gData.hasAttrs == null
  185. || !Utils.isNull(attr_name)){
  186. attrKeys.forEach(name => {
  187. const levelKey:string = `${name}Level`;
  188. let attrLevel:number = 1;
  189. if(gData[levelKey] != null){
  190. attrLevel = gData[levelKey];
  191. }
  192. let fun: Function = (i,l,name)=>{
  193. return this.playerGunAttsTable.find(
  194. e=>e.id == i
  195. && e.level == l
  196. && e.attribute_name == name);
  197. };
  198. let glData:any = fun(id,attrLevel,name);
  199. if(glData){
  200. let nextGLData:any = fun(id,attrLevel + 1,name);
  201. if(!nextGLData){nextGLData = glData};
  202. //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
  203. if(name == GunAttribute.attack){
  204. gData.attack += glData.value;//伤害
  205. gData.attackUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  206. gData.attackLevel= glData.level;//属性等级
  207. gData.attackExpenditure = glData.expenditure;//当前等级消耗
  208. gData.nextAttackExpenditure = nextGLData ? nextGLData.expenditure : null;//伤害下一个等级升级消耗
  209. }else if(name == GunAttribute.bulletSpeed){
  210. gData.bulletSpeed += glData.value;//射速
  211. gData.bulletSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  212. gData.bulletSpeedLevel= glData.level;//属性等级
  213. gData.bulletSpeedExpenditure = glData.expenditure;
  214. gData.nextBulletSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//射速下一个等级升级消耗
  215. }else if(name == GunAttribute.stability){
  216. gData.stability += glData.value;//稳定性
  217. gData.stabilityUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  218. gData.stabilityLevel= glData.level;//属性等级
  219. gData.stabilityExpenditure = glData.expenditure;
  220. gData.nextStabilityExpenditure = nextGLData ? nextGLData.expenditure : null;//稳定性下一个等级升级消耗
  221. }else if(name == GunAttribute.magazine){
  222. gData.magazine+= glData.value;//弹匣
  223. gData.magazineUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  224. gData.magazineLevel= glData.level;//属性等级
  225. gData.magazineExpenditure = glData.expenditure;
  226. gData.nextMagazineExpenditure = nextGLData ? nextGLData.expenditure : null;//弹匣下一个等级升级消耗
  227. }else if(name == GunAttribute.reloadingSpeed){
  228. gData.reloadingSpeed += glData.value;//装填速度
  229. gData.reloadingSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  230. gData.reloadingSpeedLevel= glData.level;//属性等级
  231. gData.reloadingSpeedExpenditure = glData.expenditure;
  232. gData.nextReloadingSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//装填速度下一个等级升级消耗
  233. }else if(name == GunAttribute.zoomingSpeed){
  234. gData.zoomingSpeed += glData.value;//缩放速度
  235. gData.zoomingSpeedUniqueId = nextGLData.unique_id;//属性等级下的唯一id
  236. gData.zoomingSpeedLevel= glData.level;//属性等级
  237. gData.zoomingSpeedExpenditure = glData.expenditure;
  238. gData.nextZoomingSpeedExpenditure = nextGLData ? nextGLData.expenditure : null;//缩放速度下一个等级升级消耗
  239. }
  240. }
  241. });
  242. }
  243. gData.hasAttrs = true;
  244. if(isSave){
  245. let indx: number = this._data.guns.findIndex(e=>e.id == gData.id);
  246. if(indx == -1){
  247. this._data.guns.push(gData);
  248. }
  249. this.saveToCache();
  250. }
  251. return gData;
  252. }
  253. /**
  254. * 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
  255. * @param gun 查询的枪
  256. * @param attribute_name 属性
  257. */
  258. public getGunMaxValue(gun: any,attribute_name: string): {
  259. totalValue: number,
  260. maxLevel: number,
  261. isMaxLevel?: boolean
  262. }{
  263. if(!gun) return {totalValue: 0, maxLevel: 0,isMaxLevel: false};
  264. //过滤匹配的数据
  265. const filteredData = this.playerGunAttsTable.filter(
  266. e => e.id === gun.id && e.attribute_name === attribute_name
  267. );
  268. //计算总值
  269. const totalValue = filteredData.reduce((sum, item) => sum + item.value, 0);
  270. //计算最大等级 如果数组为空则返回0
  271. const maxLevel = filteredData.length > 0
  272. ? Math.max(...filteredData.map(item => item.level))
  273. : 0;
  274. //基础值 + 升级累加值
  275. const attrLevelKey:string = `${attribute_name}Level`;
  276. const baseData:any = userIns.playerGunsTable.find(e=>e.id == gun.id);
  277. return {
  278. totalValue: baseData[attribute_name] + totalValue,
  279. maxLevel: maxLevel,
  280. isMaxLevel: gun[attrLevelKey] >= maxLevel
  281. };
  282. }
  283. /**
  284. * 升级某个枪的属性
  285. */
  286. public upgradeGun(gun: any,attribute_name: string){
  287. if(!gun)return;
  288. let hasGun:any = this.data.guns.find(e=>e.id == gun.id);
  289. if(!hasGun)return;
  290. //查询属性的等级
  291. const attrLevelKey:string = `${attribute_name}Level`;
  292. hasGun[attrLevelKey]+= 1;
  293. this.getGunData(gun.id,true,attribute_name);
  294. }
  295. /**
  296. * 得到当前用户使用的枪
  297. */
  298. public getCurUseGun(){
  299. let pData:any = {};
  300. if(this.data.useIdx < this.data.guns.length){
  301. let gun = this.data.guns[this.data.useIdx];
  302. Object.assign(pData,this._data,gun);
  303. }
  304. return pData;
  305. }
  306. /**
  307. * 用户切换使用的枪
  308. * @param id 枪的id
  309. */
  310. public changeGun(id: string){
  311. if(Utils.isNull(id))return;
  312. let idx:number = this.data.guns.findIndex(e=>e.id == id);
  313. if(idx != -1){
  314. this.data.useIdx = idx;
  315. this.getGunData(id,true);
  316. }
  317. }
  318. /**
  319. * 解锁全部枪玩家的枪
  320. */
  321. public unlockAllGuns(){
  322. Utils.clone(this.playerGunsTable).forEach(e => {
  323. this.getGunData(e.id,true);
  324. });
  325. //枪数量改变
  326. eventEmitter.dispatch(Constants.eventName.gun_num_change);
  327. }
  328. /**
  329. * 是否拥有这把枪
  330. */
  331. public isHasGun(id: string){
  332. if(Utils.isNull(id))return false;
  333. let gun:any = this.data.guns.find(e=>e.id == id);
  334. return gun != null;
  335. }
  336. /**
  337. * 解锁武器
  338. * @param id 枪的id
  339. */
  340. public unlockGun(id: string){
  341. if(Utils.isNull(id) || this.isHasGun(id))return;
  342. this.getGunData(id,true);
  343. //枪数量改变
  344. eventEmitter.dispatch(Constants.eventName.gun_num_change);
  345. }
  346. /**
  347. * 得到当前关卡下的敌人数据
  348. */
  349. public getCurLevelData(){
  350. const safeIndex = Math.min(this.data.level - 1, this.levelsTable.length -1);
  351. return this.levelsTable[safeIndex];
  352. }
  353. /**
  354. * 保存到缓存中
  355. */
  356. public saveToCache(){
  357. const data = JSON.stringify(this.data);
  358. //序列化JSON字符串过后加密存储
  359. sys.localStorage.setItem(Constants.localCache.playerData, Utils.encrypt(data));
  360. }
  361. /**
  362. * 删除缓存
  363. */
  364. public removeData(){
  365. this._data = null;
  366. sys.localStorage.removeItem(Constants.localCache.playerData);
  367. this.loadFromCache();
  368. eventEmitter.dispatch(Constants.eventName.gun_num_change);
  369. }
  370. }
  371. //全局单例
  372. export const userIns = UserData.ins();