feat: 接入通关弹窗
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111
assets/scripts/utils/AchievementTitleManager.ts
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111
assets/scripts/utils/AchievementTitleManager.ts
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@@ -0,0 +1,111 @@
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import { ACHIEVEMENT_TITLE_CONFIG, AchievementTitleConfigItem, INFINITE_ACHIEVEMENT_TITLE } from '../config/AchievementTitleConfig';
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export interface AchievementTitleInfo {
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readonly titleText: string;
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readonly nextTitleText: string;
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readonly nextTitleProgress: number;
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readonly progressText: string;
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readonly completedLevelCount: number;
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readonly currentTitleStartCount: number;
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readonly nextTitleRequiredCount: number;
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readonly remainingToNextTitle: number;
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}
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interface AchievementTitleStage {
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readonly titleText: string;
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readonly clearsToNext: number;
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readonly startCount: number;
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}
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export class AchievementTitleManager {
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public static getTitleInfo(completedLevelCount: number): AchievementTitleInfo {
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const safeCompletedCount = AchievementTitleManager.normalizeCompletedCount(completedLevelCount);
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const stages = AchievementTitleManager.buildFiniteStages();
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const finiteResult = AchievementTitleManager.findFiniteStage(safeCompletedCount, stages);
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if (finiteResult) {
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return AchievementTitleManager.createTitleInfo(safeCompletedCount, finiteResult.currentStage, finiteResult.nextStage);
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}
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return AchievementTitleManager.createInfiniteTitleInfo(safeCompletedCount, stages[stages.length - 1]);
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}
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private static normalizeCompletedCount(completedLevelCount: number): number {
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if (!Number.isFinite(completedLevelCount) || completedLevelCount < 0) {
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return 0;
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}
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return Math.floor(completedLevelCount);
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}
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private static buildFiniteStages(): AchievementTitleStage[] {
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let startCount = 0;
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return ACHIEVEMENT_TITLE_CONFIG.map((item: AchievementTitleConfigItem) => {
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const stage: AchievementTitleStage = {
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titleText: item.levelName,
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clearsToNext: item.clearsToNext,
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startCount
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};
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startCount += item.clearsToNext;
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return stage;
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});
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}
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private static findFiniteStage(completedLevelCount: number, stages: AchievementTitleStage[]): { currentStage: AchievementTitleStage; nextStage: AchievementTitleStage } | null {
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for (let index = 0; index < stages.length; index++) {
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const currentStage = stages[index];
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const nextStage = stages[index + 1] ?? {
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titleText: `${INFINITE_ACHIEVEMENT_TITLE.levelNamePrefix}1级`,
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clearsToNext: INFINITE_ACHIEVEMENT_TITLE.clearsToNext,
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startCount: currentStage.startCount + currentStage.clearsToNext
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};
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if (completedLevelCount < nextStage.startCount) {
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return { currentStage, nextStage };
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}
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}
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return null;
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}
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private static createInfiniteTitleInfo(completedLevelCount: number, lastFiniteStage: AchievementTitleStage): AchievementTitleInfo {
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const infiniteStartCount = lastFiniteStage.startCount + lastFiniteStage.clearsToNext;
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const completedAfterInfiniteStart = Math.max(0, completedLevelCount - infiniteStartCount);
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const currentInfiniteLevel = Math.floor(completedAfterInfiniteStart / INFINITE_ACHIEVEMENT_TITLE.clearsToNext) + 1;
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const currentStageStartCount = infiniteStartCount + (currentInfiniteLevel - 1) * INFINITE_ACHIEVEMENT_TITLE.clearsToNext;
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const nextStage: AchievementTitleStage = {
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titleText: `${INFINITE_ACHIEVEMENT_TITLE.levelNamePrefix}${currentInfiniteLevel + 1}级`,
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clearsToNext: INFINITE_ACHIEVEMENT_TITLE.clearsToNext,
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startCount: currentStageStartCount + INFINITE_ACHIEVEMENT_TITLE.clearsToNext
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};
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return AchievementTitleManager.createTitleInfo(
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completedLevelCount,
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{
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titleText: `${INFINITE_ACHIEVEMENT_TITLE.levelNamePrefix}${currentInfiniteLevel}级`,
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clearsToNext: INFINITE_ACHIEVEMENT_TITLE.clearsToNext,
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startCount: currentStageStartCount
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},
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nextStage
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);
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}
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private static createTitleInfo(completedLevelCount: number, currentStage: AchievementTitleStage, nextStage: AchievementTitleStage): AchievementTitleInfo {
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const interval = Math.max(1, nextStage.startCount - currentStage.startCount);
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const completedInCurrentTitle = Math.max(0, completedLevelCount - currentStage.startCount);
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const remainingToNextTitle = Math.max(0, nextStage.startCount - completedLevelCount);
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const nextTitleProgress = Math.max(0, Math.min(1, completedInCurrentTitle / interval));
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return {
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titleText: currentStage.titleText,
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nextTitleText: nextStage.titleText,
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nextTitleProgress,
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progressText: `还差${remainingToNextTitle}题获得${nextStage.titleText}`,
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completedLevelCount,
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currentTitleStartCount: currentStage.startCount,
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nextTitleRequiredCount: nextStage.startCount,
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remainingToNextTitle
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};
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}
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}
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9
assets/scripts/utils/AchievementTitleManager.ts.meta
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9
assets/scripts/utils/AchievementTitleManager.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "a97f1641-1123-4458-9fb5-3b3f74e314a9",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -15,6 +15,8 @@ export class AuthManager {
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private _isLoggedIn: boolean = false;
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/** 服务端返回的已完成关卡 ID(登录后暂存,等 LevelDataManager 就绪后同步) */
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private _completedLevelIds: string[] = [];
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/** 服务端返回的已完成关卡数量,用于称号体系计算 */
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private _completedLevelCount: number = 0;
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static get instance(): AuthManager {
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if (!this._instance) {
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@@ -37,6 +39,14 @@ export class AuthManager {
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return this._completedLevelIds;
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}
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get completedLevelCount(): number {
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return this._completedLevelCount;
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}
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addCompletedLevelCount(delta: number = 1): void {
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this._completedLevelCount = Math.max(0, this._completedLevelCount + delta);
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}
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/**
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* 初始化认证:尝试恢复 token 或执行微信登录
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*/
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@@ -109,8 +119,9 @@ export class AuthManager {
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this._isLoggedIn = true;
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StorageManager.setStamina(gameData.user.stamina);
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this._completedLevelIds = gameData.completedLevelIds;
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this._completedLevelCount = this._resolveCompletedLevelCount(gameData);
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console.log(`[AuthManager] Token 验证成功,体力: ${gameData.user.stamina.current}/${gameData.user.stamina.max},已完成: ${this._completedLevelIds.length} 关`);
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console.log(`[AuthManager] Token 验证成功,体力: ${gameData.user.stamina.current}/${gameData.user.stamina.max},已完成: ${this._completedLevelCount} 关`);
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return true;
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}
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@@ -121,6 +132,7 @@ export class AuthManager {
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const gameData = await this._fetchGameData();
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if (gameData) {
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this._completedLevelIds = gameData.completedLevelIds;
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this._completedLevelCount = this._resolveCompletedLevelCount(gameData);
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StorageManager.setStamina(gameData.user.stamina);
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}
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}
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@@ -140,4 +152,8 @@ export class AuthManager {
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return null;
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}
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}
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private _resolveCompletedLevelCount(gameData: GameData): number {
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return gameData.completedLevelCount ?? gameData.completedLevelIds.length;
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}
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}
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