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- import { _decorator, sys } from 'cc';
- const { ccclass, property } = _decorator;
- /**
- * 玩家数据结构
- */
- export interface PlayerData {
- // 基本信息
- playerId: string;
- playerName: string;
- createTime: number;
- lastPlayTime: number;
- totalPlayTime: number;
-
- // 等级和经验
- playerLevel: number;
- experience: number;
- experienceToNext: number;
-
- // 货币系统
- coins: number; // 金币
- diamonds: number; // 钻石
- gems: number; // 宝石
-
- // 关卡进度
- currentLevel: number;
- maxUnlockedLevel: number;
- levelProgress: { [levelId: number]: LevelProgress };
-
- // 道具和装备
- inventory: InventoryData;
-
- // 统计数据
- statistics: GameStatistics;
-
- // 设置
- settings: PlayerSettings;
- }
- /**
- * 关卡进度数据
- */
- export interface LevelProgress {
- levelId: number;
- completed: boolean;
- bestScore: number;
- bestTime: number;
- stars: number;
- attempts: number;
- firstClearTime: number;
- lastPlayTime: number;
- rewards: RewardData[];
- }
- /**
- * 背包数据
- */
- export interface InventoryData {
- weapons: { [weaponId: string]: WeaponData };
- items: { [itemId: string]: ItemData };
- materials: { [materialId: string]: number };
- capacity: number;
- usedSlots: number;
- }
- /**
- * 武器数据
- */
- export interface WeaponData {
- weaponId: string;
- level: number;
- experience: number;
- rarity: string;
- obtainTime: number;
- upgradeCount: number;
- isEquipped: boolean;
- }
- /**
- * 道具数据
- */
- export interface ItemData {
- itemId: string;
- count: number;
- obtainTime: number;
- lastUsedTime: number;
- }
- /**
- * 奖励数据
- */
- export interface RewardData {
- type: 'coins' | 'diamonds' | 'gems' | 'weapon' | 'item' | 'experience';
- id?: string;
- amount: number;
- obtainTime: number;
- source: string; // 获得来源:level_complete, daily_reward, shop_purchase等
- }
- /**
- * 游戏统计数据
- */
- export interface GameStatistics {
- totalGamesPlayed: number;
- totalWins: number;
- totalLosses: number;
- totalScore: number;
- totalEnemiesDefeated: number;
- totalShotsfired: number;
- totalDamageDealt: number;
- totalTimePlayed: number;
- highestLevel: number;
- consecutiveWins: number;
- bestWinStreak: number;
- favoriteWeapon: string;
- weaponsUnlocked: number;
- itemsCollected: number;
- }
- /**
- * 玩家设置
- */
- export interface PlayerSettings {
- soundEnabled: boolean;
- musicEnabled: boolean;
- soundVolume: number;
- musicVolume: number;
- vibrationEnabled: boolean;
- autoSaveEnabled: boolean;
- language: string;
- graphics: 'low' | 'medium' | 'high';
- }
- /**
- * 存档管理器
- * 负责玩家数据的保存、加载和管理
- */
- @ccclass('SaveDataManager')
- export class SaveDataManager {
- private static instance: SaveDataManager = null;
-
- private playerData: PlayerData = null;
- private initialized: boolean = false;
- private autoSaveInterval: number = 30; // 自动保存间隔(秒)
- private lastSaveTime: number = 0;
-
- // 存档文件键名
- private readonly SAVE_KEY = 'pong_game_save_data';
- private readonly BACKUP_KEY = 'pong_game_save_data_backup';
- private readonly SETTINGS_KEY = 'pong_game_settings';
-
- private constructor() {
- // 私有构造函数,确保单例模式
- }
-
- public static getInstance(): SaveDataManager {
- if (SaveDataManager.instance === null) {
- SaveDataManager.instance = new SaveDataManager();
- }
- return SaveDataManager.instance;
- }
-
- /**
- * 初始化存档管理器
- */
- public initialize(): void {
- if (this.initialized) return;
-
- this.loadPlayerData();
- this.initialized = true;
- }
-
- /**
- * 加载玩家数据
- */
- private loadPlayerData(): void {
- try {
- const savedData = sys.localStorage.getItem(this.SAVE_KEY);
-
- if (savedData) {
- const data = JSON.parse(savedData);
- this.playerData = this.validateAndMigrateData(data);
- this.playerData.lastPlayTime = Date.now();
- } else {
- this.createNewPlayerData();
- }
- } catch (error) {
- console.error('❌ 存档数据加载失败,尝试加载备份:', error);
- this.loadBackupData();
- }
- }
-
- /**
- * 加载备份数据
- */
- private loadBackupData(): void {
- try {
- const backupData = sys.localStorage.getItem(this.BACKUP_KEY);
-
- if (backupData) {
- const data = JSON.parse(backupData);
- this.playerData = this.validateAndMigrateData(data);
- this.playerData.lastPlayTime = Date.now();
- } else {
- this.createNewPlayerData();
- }
- } catch (error) {
- console.error('❌ 备份数据加载失败,创建新存档:', error);
- this.createNewPlayerData();
- }
- }
-
- /**
- * 创建新的玩家数据
- */
- private createNewPlayerData(): void {
- this.playerData = {
- playerId: this.generatePlayerId(),
- playerName: 'Player',
- createTime: Date.now(),
- lastPlayTime: Date.now(),
- totalPlayTime: 0,
-
- playerLevel: 1,
- experience: 0,
- experienceToNext: 100,
-
- coins: 1000, // 初始金币
- diamonds: 50, // 初始钻石
- gems: 0,
-
- currentLevel: 1,
- maxUnlockedLevel: 1,
- levelProgress: {},
-
- inventory: {
- weapons: {},
- items: {},
- materials: {},
- capacity: 50,
- usedSlots: 0
- },
-
- statistics: {
- totalGamesPlayed: 0,
- totalWins: 0,
- totalLosses: 0,
- totalScore: 0,
- totalEnemiesDefeated: 0,
- totalShotsfired: 0,
- totalDamageDealt: 0,
- totalTimePlayed: 0,
- highestLevel: 1,
- consecutiveWins: 0,
- bestWinStreak: 0,
- favoriteWeapon: '',
- weaponsUnlocked: 0,
- itemsCollected: 0
- },
-
- settings: {
- soundEnabled: true,
- musicEnabled: true,
- soundVolume: 0.8,
- musicVolume: 0.6,
- vibrationEnabled: true,
- autoSaveEnabled: true,
- language: 'zh-CN',
- graphics: 'medium'
- }
- };
-
- this.savePlayerData();
- }
-
- /**
- * 验证和迁移数据(用于版本兼容)
- */
- private validateAndMigrateData(data: any): PlayerData {
- // 确保所有必要字段存在
- const defaultData = this.createDefaultPlayerData();
-
- return {
- ...defaultData,
- ...data,
- // 确保嵌套对象也被正确合并
- inventory: { ...defaultData.inventory, ...data.inventory },
- statistics: { ...defaultData.statistics, ...data.statistics },
- settings: { ...defaultData.settings, ...data.settings }
- };
- }
-
- /**
- * 创建默认玩家数据模板
- */
- private createDefaultPlayerData(): PlayerData {
- return {
- playerId: this.generatePlayerId(),
- playerName: 'Player',
- createTime: Date.now(),
- lastPlayTime: Date.now(),
- totalPlayTime: 0,
- playerLevel: 1,
- experience: 0,
- experienceToNext: 100,
- coins: 1000,
- diamonds: 50,
- gems: 0,
- currentLevel: 1,
- maxUnlockedLevel: 1,
- levelProgress: {},
- inventory: {
- weapons: {},
- items: {},
- materials: {},
- capacity: 50,
- usedSlots: 0
- },
- statistics: {
- totalGamesPlayed: 0,
- totalWins: 0,
- totalLosses: 0,
- totalScore: 0,
- totalEnemiesDefeated: 0,
- totalShotsfired: 0,
- totalDamageDealt: 0,
- totalTimePlayed: 0,
- highestLevel: 1,
- consecutiveWins: 0,
- bestWinStreak: 0,
- favoriteWeapon: '',
- weaponsUnlocked: 0,
- itemsCollected: 0
- },
- settings: {
- soundEnabled: true,
- musicEnabled: true,
- soundVolume: 0.8,
- musicVolume: 0.6,
- vibrationEnabled: true,
- autoSaveEnabled: true,
- language: 'zh-CN',
- graphics: 'medium'
- }
- };
- }
-
- /**
- * 保存玩家数据
- */
- public savePlayerData(force: boolean = false): void {
- if (!this.playerData) return;
-
- const currentTime = Date.now();
-
- // 检查是否需要保存(避免频繁保存)
- if (!force && currentTime - this.lastSaveTime < 5000) {
- return;
- }
-
- try {
- // 更新最后保存时间
- this.playerData.lastPlayTime = currentTime;
-
- // 创建备份
- const currentData = sys.localStorage.getItem(this.SAVE_KEY);
- if (currentData) {
- sys.localStorage.setItem(this.BACKUP_KEY, currentData);
- }
-
- // 保存当前数据
- const dataToSave = JSON.stringify(this.playerData);
- sys.localStorage.setItem(this.SAVE_KEY, dataToSave);
-
- this.lastSaveTime = currentTime;
- } catch (error) {
- console.error('❌ 玩家数据保存失败:', error);
- }
- }
-
- /**
- * 自动保存检查
- */
- public checkAutoSave(): void {
- if (!this.playerData || !this.playerData.settings.autoSaveEnabled) return;
-
- const currentTime = Date.now();
- if (currentTime - this.lastSaveTime > this.autoSaveInterval * 1000) {
- this.savePlayerData();
- }
- }
-
- // === 玩家基本信息管理 ===
-
- public getPlayerData(): PlayerData {
- return this.playerData;
- }
-
- public getPlayerLevel(): number {
- return this.playerData?.playerLevel || 1;
- }
-
- public getCurrentLevel(): number {
- return this.playerData?.currentLevel || 1;
- }
-
- public getMaxUnlockedLevel(): number {
- return this.playerData?.maxUnlockedLevel || 1;
- }
-
- public getCoins(): number {
- return this.playerData?.coins || 0;
- }
-
- public getDiamonds(): number {
- return this.playerData?.diamonds || 0;
- }
-
- public getGems(): number {
- return this.playerData?.gems || 0;
- }
-
- // === 关卡进度管理 ===
-
- /**
- * 完成关卡
- */
- public completeLevel(levelId: number, score: number, time: number, stars: number): void {
- if (!this.playerData) return;
-
- // 更新关卡进度
- if (!this.playerData.levelProgress[levelId]) {
- this.playerData.levelProgress[levelId] = {
- levelId: levelId,
- completed: false,
- bestScore: 0,
- bestTime: 0,
- stars: 0,
- attempts: 0,
- firstClearTime: 0,
- lastPlayTime: 0,
- rewards: []
- };
- }
-
- const progress = this.playerData.levelProgress[levelId];
- progress.attempts += 1;
- progress.lastPlayTime = Date.now();
-
- // 首次完成
- if (!progress.completed) {
- progress.completed = true;
- progress.firstClearTime = Date.now();
-
- // 解锁下一关
- if (levelId === this.playerData.maxUnlockedLevel) {
- this.playerData.maxUnlockedLevel = levelId + 1;
- }
- }
-
- // 更新最佳记录
- if (score > progress.bestScore) {
- progress.bestScore = score;
- }
-
- if (time > 0 && (progress.bestTime === 0 || time < progress.bestTime)) {
- progress.bestTime = time;
- }
-
- if (stars > progress.stars) {
- progress.stars = stars;
- }
-
- // 更新统计数据
- this.playerData.statistics.totalGamesPlayed += 1;
- this.playerData.statistics.totalWins += 1;
- this.playerData.statistics.totalScore += score;
- this.playerData.statistics.consecutiveWins += 1;
-
- if (this.playerData.statistics.consecutiveWins > this.playerData.statistics.bestWinStreak) {
- this.playerData.statistics.bestWinStreak = this.playerData.statistics.consecutiveWins;
- }
-
- if (levelId > this.playerData.statistics.highestLevel) {
- this.playerData.statistics.highestLevel = levelId;
- }
-
- // 给予经验值
- this.addExperience(score / 10 + stars * 20);
-
- // 计算并给予奖励
- this.giveCompletionRewards(levelId, stars);
-
- this.savePlayerData();
- }
-
- /**
- * 关卡失败
- */
- public failLevel(levelId: number): void {
- if (!this.playerData) return;
-
- // 更新关卡进度
- if (!this.playerData.levelProgress[levelId]) {
- this.playerData.levelProgress[levelId] = {
- levelId: levelId,
- completed: false,
- bestScore: 0,
- bestTime: 0,
- stars: 0,
- attempts: 0,
- firstClearTime: 0,
- lastPlayTime: 0,
- rewards: []
- };
- }
-
- const progress = this.playerData.levelProgress[levelId];
- progress.attempts += 1;
- progress.lastPlayTime = Date.now();
-
- // 更新统计数据
- this.playerData.statistics.totalGamesPlayed += 1;
- this.playerData.statistics.totalLosses += 1;
- this.playerData.statistics.consecutiveWins = 0;
-
- this.savePlayerData();
- }
-
- /**
- * 获取关卡进度
- */
- public getLevelProgress(levelId: number): LevelProgress | null {
- return this.playerData?.levelProgress[levelId] || null;
- }
-
- /**
- * 检查关卡是否已解锁
- */
- public isLevelUnlocked(levelId: number): boolean {
- return levelId <= (this.playerData?.maxUnlockedLevel || 1);
- }
-
- /**
- * 检查关卡是否已完成
- */
- public isLevelCompleted(levelId: number): boolean {
- const progress = this.getLevelProgress(levelId);
- return progress?.completed || false;
- }
-
- // === 货币管理 ===
-
- /**
- * 添加金币
- */
- public addCoins(amount: number, source: string = 'unknown'): boolean {
- if (!this.playerData || amount <= 0) return false;
-
- this.playerData.coins += amount;
- this.addReward('coins', '', amount, source);
-
- return true;
- }
-
- /**
- * 消费金币
- */
- public spendCoins(amount: number): boolean {
- if (!this.playerData || amount <= 0 || this.playerData.coins < amount) {
- return false;
- }
-
- this.playerData.coins -= amount;
- return true;
- }
-
- /**
- * 添加钻石
- */
- public addDiamonds(amount: number, source: string = 'unknown'): boolean {
- if (!this.playerData || amount <= 0) return false;
-
- this.playerData.diamonds += amount;
- this.addReward('diamonds', '', amount, source);
-
- return true;
- }
-
- /**
- * 消费钻石
- */
- public spendDiamonds(amount: number): boolean {
- if (!this.playerData || amount <= 0 || this.playerData.diamonds < amount) {
- return false;
- }
-
- this.playerData.diamonds -= amount;
- return true;
- }
-
- /**
- * 添加宝石
- */
- public addGems(amount: number, source: string = 'unknown'): boolean {
- if (!this.playerData || amount <= 0) return false;
-
- this.playerData.gems += amount;
- this.addReward('gems', '', amount, source);
-
- return true;
- }
-
- // === 经验和等级管理 ===
-
- /**
- * 添加经验值
- */
- public addExperience(amount: number): boolean {
- if (!this.playerData || amount <= 0) return false;
-
- this.playerData.experience += amount;
-
- // 检查是否升级
- while (this.playerData.experience >= this.playerData.experienceToNext) {
- this.levelUp();
- }
-
- return true;
- }
-
- /**
- * 玩家升级
- */
- private levelUp(): void {
- this.playerData.experience -= this.playerData.experienceToNext;
- this.playerData.playerLevel += 1;
-
- // 计算下一级所需经验值
- this.playerData.experienceToNext = this.calculateExperienceToNext(this.playerData.playerLevel);
-
- // 升级奖励
- const coinReward = this.playerData.playerLevel * 100;
- const diamondReward = Math.floor(this.playerData.playerLevel / 5);
-
- this.addCoins(coinReward, 'level_up');
- if (diamondReward > 0) {
- this.addDiamonds(diamondReward, 'level_up');
- }
- }
-
- /**
- * 计算升级所需经验值
- */
- private calculateExperienceToNext(level: number): number {
- return 100 + (level - 1) * 50;
- }
-
- // === 道具和武器管理 ===
-
- /**
- * 添加武器
- */
- public addWeapon(weaponId: string, rarity: string = 'common'): boolean {
- if (!this.playerData) return false;
-
- if (!this.playerData.inventory.weapons[weaponId]) {
- this.playerData.inventory.weapons[weaponId] = {
- weaponId: weaponId,
- level: 1,
- experience: 0,
- rarity: rarity,
- obtainTime: Date.now(),
- upgradeCount: 0,
- isEquipped: false
- };
-
- this.playerData.statistics.weaponsUnlocked += 1;
- this.addReward('weapon', weaponId, 1, 'drop');
-
- return true;
- }
-
- return false;
- }
-
- /**
- * 添加道具
- */
- public addItem(itemId: string, count: number = 1): boolean {
- if (!this.playerData || count <= 0) return false;
-
- if (!this.playerData.inventory.items[itemId]) {
- this.playerData.inventory.items[itemId] = {
- itemId: itemId,
- count: 0,
- obtainTime: Date.now(),
- lastUsedTime: 0
- };
- }
-
- this.playerData.inventory.items[itemId].count += count;
- this.playerData.statistics.itemsCollected += count;
- this.addReward('item', itemId, count, 'drop');
-
- return true;
- }
-
- /**
- * 使用道具
- */
- public useItem(itemId: string, count: number = 1): boolean {
- if (!this.playerData || count <= 0) return false;
-
- const item = this.playerData.inventory.items[itemId];
- if (!item || item.count < count) {
- return false;
- }
-
- item.count -= count;
- item.lastUsedTime = Date.now();
-
- if (item.count === 0) {
- delete this.playerData.inventory.items[itemId];
- }
-
- return true;
- }
-
- // === 奖励管理 ===
-
- /**
- * 添加奖励记录
- */
- private addReward(type: RewardData['type'], id: string, amount: number, source: string): void {
- if (!this.playerData) return;
-
- const reward: RewardData = {
- type: type,
- id: id,
- amount: amount,
- obtainTime: Date.now(),
- source: source
- };
-
- // 这里可以添加到全局奖励历史记录中
- // 暂时不实现,避免数据过大
- }
-
- /**
- * 给予关卡完成奖励
- */
- private giveCompletionRewards(levelId: number, stars: number): void {
- // 基础金币奖励
- const baseCoins = levelId * 50;
- const starBonus = stars * 25;
- const totalCoins = baseCoins + starBonus;
-
- this.addCoins(totalCoins, `level_${levelId}_complete`);
-
- // 钻石奖励(3星才给)
- if (stars >= 3) {
- const diamonds = Math.max(1, Math.floor(levelId / 3));
- this.addDiamonds(diamonds, `level_${levelId}_perfect`);
- }
-
- // 特殊关卡额外奖励
- if (levelId % 10 === 0) {
- this.addGems(1, `level_${levelId}_milestone`);
- }
- }
-
- // === 统计数据更新 ===
-
- public updateStatistic(key: keyof GameStatistics, value: number): void {
- if (!this.playerData) return;
-
- if (typeof this.playerData.statistics[key] === 'number') {
- (this.playerData.statistics[key] as number) += value;
- }
- }
-
- // === 设置管理 ===
-
- public updateSetting<K extends keyof PlayerSettings>(key: K, value: PlayerSettings[K]): void {
- if (!this.playerData) return;
-
- this.playerData.settings[key] = value;
- this.savePlayerData();
- }
-
- public getSetting<K extends keyof PlayerSettings>(key: K): PlayerSettings[K] {
- return this.playerData?.settings[key];
- }
-
- // === 工具方法 ===
-
- /**
- * 生成唯一玩家ID
- */
- private generatePlayerId(): string {
- return `player_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
- }
-
- /**
- * 重置所有数据
- */
- public resetAllData(): void {
- sys.localStorage.removeItem(this.SAVE_KEY);
- sys.localStorage.removeItem(this.BACKUP_KEY);
- this.createNewPlayerData();
- }
-
- /**
- * 导出存档数据(用于调试)
- */
- public exportSaveData(): string {
- return JSON.stringify(this.playerData, null, 2);
- }
-
- /**
- * 导入存档数据(用于调试)
- */
- public importSaveData(dataString: string): boolean {
- try {
- const data = JSON.parse(dataString);
- this.playerData = this.validateAndMigrateData(data);
- this.savePlayerData(true);
- return true;
- } catch (error) {
- console.error('❌ 存档数据导入失败:', error);
- return false;
- }
- }
-
- /**
- * 获取存档摘要信息
- */
- public getSaveSummary(): string {
- if (!this.playerData) return '无存档数据';
-
- return `玩家等级: ${this.playerData.playerLevel} | ` +
- `当前关卡: ${this.playerData.currentLevel} | ` +
- `最高关卡: ${this.playerData.maxUnlockedLevel} | ` +
- `金币: ${this.playerData.coins} | ` +
- `钻石: ${this.playerData.diamonds} | ` +
- `游戏次数: ${this.playerData.statistics.totalGamesPlayed}`;
- }
- }
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