feat: 进入关卡时 toast 提示体力消耗,修复 StorageManager 接口位置和 WxSDK 访问级别
- 进入关卡成功后显示 toast 提示消耗体力及剩余体力 - 将 StorageManager 中 UserInfo 接口移至模块顶层,修复嵌套接口语法问题 - WxSDK.getWx() 改为 static 公开方法,便于外部调用
This commit is contained in:
@@ -8,27 +8,38 @@ export const API_BASE = 'https://ilookai.cn/api/v1';
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/** API 端点 */
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export const API_ENDPOINTS = {
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/** 微信登录 */
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WX_LOGIN: `${API_BASE}/auth/wx-login`,
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USER_ASSETS: `${API_BASE}/user/assets`,
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USER_ASSETS_CONSUME: `${API_BASE}/user/assets/consume`,
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USER_ASSETS_EARN: `${API_BASE}/user/assets/earn`,
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/** 用户资料(含实时体力) */
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USER_PROFILE: `${API_BASE}/user/profile`,
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/** 游戏数据(体力 + 通关进度) */
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USER_GAME_DATA: `${API_BASE}/user/game-data`,
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LEVELS: `${API_BASE}/wechat-game/levels`,
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/** 关卡列表 */
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LEVELS: `${API_BASE}/levels`,
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/** 游戏配置 */
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GAME_CONFIGS: `${API_BASE}/game-configs`,
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/** 分享相关 */
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SHARE_CREATE: `${API_BASE}/share`,
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SHARE_PROGRESS: `${API_BASE}/share/progress`,
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/** 用户信息 */
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USER_INFO: `${API_BASE}/user/info`,
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} as const;
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/** 构建加入分享的 URL */
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export function getLevelEnterUrl(levelId: string): string {
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return `${API_BASE}/levels/${levelId}/enter`;
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}
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export function getLevelCompleteUrl(levelId: string): string {
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return `${API_BASE}/levels/${levelId}/complete`;
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}
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export function getShareJoinUrl(code: string): string {
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return `${API_BASE}/share/${code}/join`;
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}
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/** 积分操作原因 */
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export const POINT_REASONS = {
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HINT_UNLOCK: 'hint_unlock',
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LEVEL_COMPLETE: 'level_complete',
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} as const;
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export function getGameConfigUrl(key: string): string {
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return `${API_BASE}/game-configs/${key}`;
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}
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/** 请求超时时间(毫秒) */
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export const API_TIMEOUT = {
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@@ -7,6 +7,17 @@ export interface ApiEnvelope<T> {
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success: boolean;
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data: T | null;
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message: string | null;
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timestamp: string;
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}
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/** 体力值信息 */
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export interface StaminaInfo {
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/** 当前体力值(已计算恢复) */
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current: number;
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/** 体力上限,固定为 5 */
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max: number;
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/** 下一点体力恢复的时间(ISO 8601),满体力时为 null */
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nextRecoverAt: string | null;
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}
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/** 登录响应数据 */
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@@ -15,21 +26,64 @@ export interface WxLoginData {
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user: {
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id: string;
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nickname: string | null;
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points: number;
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stamina: number;
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};
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}
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/** 积分响应数据 */
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export interface UserAssetsData {
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points: number;
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/** 用户资料响应数据 */
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export interface UserProfileData {
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id: string;
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nickname: string | null;
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stamina: StaminaInfo;
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}
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/** 游戏数据响应(Loading 页面) */
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export interface GameData {
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user: { id: string; points: number };
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user: {
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id: string;
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stamina: StaminaInfo;
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};
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completedLevelIds: string[];
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}
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/** 关卡列表项 */
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export interface LevelListItem {
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id: string;
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level: number;
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imageUrl: string;
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answer: string | null;
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hint1: string | null;
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hint2: string | null;
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hint3: string | null;
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completed: boolean;
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timeSpent: number | null;
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}
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/** 关卡列表响应 */
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export interface LevelListData {
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levels: LevelListItem[];
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total: number;
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}
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/** 进入关卡响应 */
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export interface EnterLevelData {
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id: string;
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level: number;
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imageUrl: string;
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answer: string;
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hint1: string | null;
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hint2: string | null;
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hint3: string | null;
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stamina: StaminaInfo;
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}
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/** 通关上报响应 */
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export interface CompleteLevelData {
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firstClear: boolean;
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levelId: string;
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timeSpent: number;
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}
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/** 创建分享响应 */
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export interface CreateShareData {
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shareCode: string;
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@@ -1,7 +1,7 @@
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import { SpriteFrame } from 'cc';
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/**
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* API 返回的单个关卡数据结构
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* API 返回的单个关卡数据结构(关卡列表)
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*/
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export interface ApiLevelData {
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/** 关卡 ID (UUID) */
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@@ -10,20 +10,22 @@ export interface ApiLevelData {
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level: number;
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/** 主图 URL */
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imageUrl: string;
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/** 线索1 */
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hint1: string;
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/** 线索2 */
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hint2: string;
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/** 线索3 */
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hint3: string;
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/** 答案 */
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answer: string;
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/** 排序 */
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sortOrder: number;
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/** 线索1(未通关时为 null) */
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hint1: string | null;
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/** 线索2(未通关时为 null) */
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hint2: string | null;
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/** 线索3(未通关时为 null) */
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hint3: string | null;
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/** 答案(未通关时为 null) */
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answer: string | null;
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/** 是否已通关 */
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completed: boolean;
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/** 通关时长(秒),未通关时为 null */
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timeSpent: number | null;
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}
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/**
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* API 响应结构
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* API 响应结构(关卡列表)
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*/
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export interface ApiResponse {
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/** 是否成功 */
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@@ -47,12 +49,14 @@ export interface RuntimeLevelConfig {
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name: string;
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/** 主图 SpriteFrame(可能为 null 如果加载失败) */
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spriteFrame: SpriteFrame | null;
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/** 线索1 */
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clue1: string;
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/** 线索2 */
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clue2: string;
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/** 线索3 */
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clue3: string;
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/** 答案 */
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answer: string;
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/** 线索1(未通关时为 null,进入关卡后由 enter 接口获取) */
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clue1: string | null;
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/** 线索2(未通关时为 null) */
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clue2: string | null;
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/** 线索3(未通关时为 null) */
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clue3: string | null;
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/** 答案(未通关时为 null,进入关卡后由 enter 接口获取) */
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answer: string | null;
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/** 是否已通关 */
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completed: boolean;
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}
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@@ -15,8 +15,6 @@ 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 ID(登录后暂存,等 LevelDataManager 就绪后同步) */
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private _completedLevelIds: string[] = [];
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static get instance(): AuthManager {
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if (!this._instance) {
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@@ -88,12 +86,14 @@ export class AuthManager {
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this._userId = user.id;
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this._isLoggedIn = true;
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StorageManager.setPoints(user.points);
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// 获取通关进度
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await this.fetchCompletedLevels();
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// 登录响应中 stamina 是原始数值(不含实时恢复),先存储默认体力
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// 后续通过 game-data 接口获取完整 StaminaInfo
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console.log(`[AuthManager] 登录成功,用户: ${user.id},体力: ${user.stamina}`);
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// 获取通关进度和完整体力信息
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await this.fetchGameData();
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console.log(`[AuthManager] 登录成功,用户: ${user.id},积分: ${user.points}`);
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return true;
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} catch (err) {
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console.error('[AuthManager] 登录异常:', err);
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@@ -102,45 +102,42 @@ export class AuthManager {
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}
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private async validateToken(): Promise<boolean> {
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try {
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const response = await HttpUtil.get<ApiEnvelope<GameData>>(
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API_ENDPOINTS.USER_GAME_DATA,
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API_TIMEOUT.SHORT
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);
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const gameData = await this._fetchGameData();
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if (!gameData) return false;
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if (!response.success || !response.data) {
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return false;
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}
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this._userId = gameData.user.id;
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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._userId = response.data.user.id;
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this._isLoggedIn = true;
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StorageManager.setPoints(response.data.user.points);
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this._completedLevelIds = response.data.completedLevelIds;
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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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return true;
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}
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console.log(`[AuthManager] Token 验证成功,积分: ${response.data.user.points},已完成: ${this._completedLevelIds.length} 关`);
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return true;
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} catch {
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return false;
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/**
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* 登录成功后获取游戏数据(体力 + 通关进度)
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*/
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private async fetchGameData(): Promise<void> {
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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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StorageManager.setStamina(gameData.user.stamina);
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}
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}
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/**
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* 登录成功后获取通关进度
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* 从服务端获取游戏数据(共用方法)
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*/
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private async fetchCompletedLevels(): Promise<void> {
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private async _fetchGameData(): Promise<GameData | null> {
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try {
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const response = await HttpUtil.get<ApiEnvelope<GameData>>(
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API_ENDPOINTS.USER_GAME_DATA,
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API_TIMEOUT.SHORT
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);
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if (response.success && response.data) {
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this._completedLevelIds = response.data.completedLevelIds;
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// 同步最新积分
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StorageManager.setPoints(response.data.user.points);
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}
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return (response.success && response.data) ? response.data : null;
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} catch {
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console.warn('[AuthManager] 获取通关进度失败');
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console.warn('[AuthManager] 获取游戏数据失败');
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return null;
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}
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}
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}
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@@ -109,6 +109,45 @@ export class LevelDataManager {
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return this._apiData.length;
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}
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/**
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* 获取指定索引的关卡 ID
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* @param index 关卡索引
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*/
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getLevelId(index: number): string | null {
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if (index < 0 || index >= this._apiData.length) {
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return null;
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}
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return this._apiData[index].id;
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}
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/**
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* 检查指定索引的关卡是否已通关
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* @param index 关卡索引
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*/
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isLevelCompleted(index: number): boolean {
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if (index < 0 || index >= this._apiData.length) {
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return false;
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}
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return this._apiData[index].completed;
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}
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/**
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* 标记指定关卡为已通关(本地缓存更新)
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* @param index 关卡索引
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*/
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markLevelCompleted(index: number): void {
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if (index < 0 || index >= this._apiData.length) {
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return;
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}
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this._apiData[index].completed = true;
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// 同时更新运行时配置的 completed 状态
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const config = this._levelConfigs.get(index);
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if (config) {
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this._levelConfigs.set(index, { ...config, completed: true });
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}
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}
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/**
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* 根据已完成的关卡 ID 列表,计算最高已完成关卡索引
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* @param completedLevelIds 服务端返回的已完成关卡 ID
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@@ -191,6 +230,27 @@ export class LevelDataManager {
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return config;
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}
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/**
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* 用 enter 接口返回的数据更新运行时关卡配置(填充答案和线索)
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*/
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updateLevelDetails(index: number, details: { answer: string; hint1: string | null; hint2: string | null; hint3: string | null }): void {
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const config = this._levelConfigs.get(index);
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if (!config) {
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console.warn(`[LevelDataManager] 关卡 ${index} 配置不存在,无法更新详情`);
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return;
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}
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this._levelConfigs.set(index, {
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...config,
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answer: details.answer,
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clue1: details.hint1 ?? null,
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clue2: details.hint2 ?? null,
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clue3: details.hint3 ?? null,
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});
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console.log(`[LevelDataManager] 关卡 ${index} 详情已更新`);
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}
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/**
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* 预加载下一关图片(静默加载,不阻塞)
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* 在进入当前关卡后调用,提前加载下一关资源
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@@ -278,7 +338,8 @@ export class LevelDataManager {
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clue1: data.hint1,
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clue2: data.hint2,
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clue3: data.hint3,
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answer: data.answer
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answer: data.answer,
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completed: data.completed,
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};
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}
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110
assets/scripts/utils/StaminaManager.ts
Normal file
110
assets/scripts/utils/StaminaManager.ts
Normal file
@@ -0,0 +1,110 @@
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import { HttpUtil } from './HttpUtil';
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import { StorageManager } from './StorageManager';
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import { AuthManager } from './AuthManager';
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import { API_TIMEOUT, getLevelEnterUrl, getLevelCompleteUrl } from '../config/ApiConfig';
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import { ApiEnvelope, StaminaInfo, EnterLevelData, CompleteLevelData } from '../types/ApiTypes';
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/**
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* 体力值管理器
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* 单例模式,负责体力值的服务端同步、进入关卡和通关上报
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* 以服务端为准,本地 StorageManager 作为缓存
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*/
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export class StaminaManager {
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private static _instance: StaminaManager | null = null;
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static get instance(): StaminaManager {
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if (!this._instance) {
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this._instance = new StaminaManager();
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}
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return this._instance;
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}
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private constructor() {}
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/**
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* 获取当前体力信息(从本地缓存)
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*/
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getStamina(): StaminaInfo {
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return StorageManager.getStamina();
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}
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/**
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* 更新本地缓存的体力信息
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* @param stamina 服务端返回的体力信息
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*/
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updateStamina(stamina: StaminaInfo): void {
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StorageManager.setStamina(stamina);
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}
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/**
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* 检查当前是否有足够的体力
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*/
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hasStamina(): boolean {
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return StorageManager.hasStamina();
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}
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/**
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* 进入关卡
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* 消耗 1 点体力(未通关关卡),获取完整关卡详情(含答案和线索)
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* @param levelId 关卡 ID
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* @returns 关卡详情,失败时返回 null
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*/
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async enterLevel(levelId: string): Promise<EnterLevelData | null> {
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if (!AuthManager.instance.isLoggedIn) {
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console.warn('[StaminaManager] 未登录,无法进入关卡');
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return null;
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}
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try {
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const response = await HttpUtil.post<ApiEnvelope<EnterLevelData>>(
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getLevelEnterUrl(levelId),
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{},
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API_TIMEOUT.DEFAULT
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);
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if (response.success && response.data) {
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StorageManager.setStamina(response.data.stamina);
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||||
console.log(`[StaminaManager] 进入关卡 ${levelId},体力: ${response.data.stamina.current}/${response.data.stamina.max}`);
|
||||
return response.data;
|
||||
}
|
||||
|
||||
console.warn('[StaminaManager] 进入关卡失败:', response.message);
|
||||
return null;
|
||||
} catch (err) {
|
||||
console.error('[StaminaManager] 进入关卡请求失败:', err);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通关上报
|
||||
* @param levelId 关卡 ID
|
||||
* @param timeSpent 通关耗时(秒)
|
||||
* @returns 通关响应,失败时返回 null
|
||||
*/
|
||||
async completeLevel(levelId: string, timeSpent: number): Promise<CompleteLevelData | null> {
|
||||
if (!AuthManager.instance.isLoggedIn) {
|
||||
console.warn('[StaminaManager] 未登录,无法上报通关');
|
||||
return null;
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await HttpUtil.post<ApiEnvelope<CompleteLevelData>>(
|
||||
getLevelCompleteUrl(levelId),
|
||||
{ timeSpent },
|
||||
API_TIMEOUT.DEFAULT
|
||||
);
|
||||
|
||||
if (response.success && response.data) {
|
||||
console.log(`[StaminaManager] 通关上报成功: ${levelId}, 首次: ${response.data.firstClear}, 耗时: ${response.data.timeSpent}s`);
|
||||
return response.data;
|
||||
}
|
||||
|
||||
console.warn('[StaminaManager] 通关上报失败:', response.message);
|
||||
return null;
|
||||
} catch (err) {
|
||||
console.error('[StaminaManager] 通关上报请求失败:', err);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ddba71db-75ed-468d-ac99-b4632c0b2ae4",
|
||||
"uuid": "7fb84423-af68-468c-a17b-7bdd195eb815",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -1,4 +1,5 @@
|
||||
import { sys } from 'cc';
|
||||
import { StaminaInfo } from '../types/ApiTypes';
|
||||
|
||||
/**
|
||||
* 用户进度数据结构
|
||||
@@ -10,13 +11,21 @@ interface UserProgress {
|
||||
maxUnlockedLevelIndex: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用户信息结构
|
||||
*/
|
||||
interface UserInfo {
|
||||
avatarUrl: string;
|
||||
nickName: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 本地存储管理器
|
||||
* 统一管理用户数据的本地持久化存储
|
||||
*/
|
||||
export class StorageManager {
|
||||
/** 积分存储键 */
|
||||
private static readonly KEY_POINTS = 'game_points';
|
||||
/** 体力值存储键 */
|
||||
private static readonly KEY_STAMINA = 'game_stamina';
|
||||
|
||||
/** 用户进度存储键 */
|
||||
private static readonly KEY_PROGRESS = 'game_progress';
|
||||
@@ -27,11 +36,12 @@ export class StorageManager {
|
||||
/** 用户信息存储键 */
|
||||
private static readonly KEY_USER_INFO = 'user_info';
|
||||
|
||||
/** 默认积分 */
|
||||
private static readonly DEFAULT_POINTS = 10;
|
||||
|
||||
/** 最小积分 */
|
||||
private static readonly MIN_POINTS = 0;
|
||||
/** 默认体力值 */
|
||||
private static readonly DEFAULT_STAMINA: StaminaInfo = {
|
||||
current: 5,
|
||||
max: 5,
|
||||
nextRecoverAt: null,
|
||||
};
|
||||
|
||||
/** 默认进度 */
|
||||
private static readonly DEFAULT_PROGRESS: UserProgress = {
|
||||
@@ -42,75 +52,52 @@ export class StorageManager {
|
||||
/** 进度缓存(避免重复读取 localStorage) */
|
||||
private static _progressCache: UserProgress | null = null;
|
||||
|
||||
// ==================== 积分管理 ====================
|
||||
/** 体力缓存(避免重复 JSON 解析) */
|
||||
private static _staminaCache: StaminaInfo | null = null;
|
||||
|
||||
// ==================== 体力值管理 ====================
|
||||
|
||||
/**
|
||||
* 获取当前积分
|
||||
* @returns 当前积分,新用户返回默认值 10
|
||||
* 获取当前体力信息(带内存缓存,避免重复 JSON 解析)
|
||||
*/
|
||||
static getPoints(): number {
|
||||
const stored = sys.localStorage.getItem(StorageManager.KEY_POINTS);
|
||||
static getStamina(): StaminaInfo {
|
||||
if (StorageManager._staminaCache) {
|
||||
return { ...StorageManager._staminaCache };
|
||||
}
|
||||
|
||||
const stored = sys.localStorage.getItem(StorageManager.KEY_STAMINA);
|
||||
if (stored === null || stored === '') {
|
||||
// 新用户,设置默认值
|
||||
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
|
||||
return StorageManager.DEFAULT_POINTS;
|
||||
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
|
||||
return { ...StorageManager.DEFAULT_STAMINA };
|
||||
}
|
||||
const points = parseInt(stored, 10);
|
||||
// 防止异常数据
|
||||
if (isNaN(points) || points < 0) {
|
||||
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
|
||||
return StorageManager.DEFAULT_POINTS;
|
||||
try {
|
||||
const stamina = JSON.parse(stored) as StaminaInfo;
|
||||
if (typeof stamina.current !== 'number' || typeof stamina.max !== 'number') {
|
||||
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
|
||||
return { ...StorageManager.DEFAULT_STAMINA };
|
||||
}
|
||||
StorageManager._staminaCache = stamina;
|
||||
return { ...stamina };
|
||||
} catch {
|
||||
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
|
||||
return { ...StorageManager.DEFAULT_STAMINA };
|
||||
}
|
||||
return points;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置积分
|
||||
* @param points 积分
|
||||
* 设置体力信息(同时更新缓存)
|
||||
*/
|
||||
static setPoints(points: number): void {
|
||||
const validPoints = Math.max(StorageManager.MIN_POINTS, points);
|
||||
sys.localStorage.setItem(StorageManager.KEY_POINTS, validPoints.toString());
|
||||
console.log(`[StorageManager] 积分已更新: ${validPoints}`);
|
||||
static setStamina(stamina: StaminaInfo): void {
|
||||
StorageManager._staminaCache = stamina;
|
||||
sys.localStorage.setItem(StorageManager.KEY_STAMINA, JSON.stringify(stamina));
|
||||
console.log(`[StorageManager] 体力已更新: ${stamina.current}/${stamina.max}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗一个积分
|
||||
* @returns 是否消耗成功(积分不足时返回 false)
|
||||
* 检查是否有足够的体力
|
||||
*/
|
||||
static consumePoint(): boolean {
|
||||
const currentPoints = StorageManager.getPoints();
|
||||
if (currentPoints <= 0) {
|
||||
console.warn('[StorageManager] 积分不足,无法消耗');
|
||||
return false;
|
||||
}
|
||||
StorageManager.setPoints(currentPoints - 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加一个积分
|
||||
*/
|
||||
static addPoint(): void {
|
||||
const currentPoints = StorageManager.getPoints();
|
||||
StorageManager.setPoints(currentPoints + 1);
|
||||
console.log(`[StorageManager] 获得一个积分,当前积分: ${currentPoints + 1}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有足够的积分
|
||||
* @returns 是否有积分
|
||||
*/
|
||||
static hasPoints(): boolean {
|
||||
return StorageManager.getPoints() > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置积分为默认值
|
||||
*/
|
||||
static resetPoints(): void {
|
||||
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
|
||||
console.log('[StorageManager] 积分已重置为默认值');
|
||||
static hasStamina(): boolean {
|
||||
return StorageManager.getStamina().current > 0;
|
||||
}
|
||||
|
||||
// ==================== 认证 Token 管理 ====================
|
||||
@@ -261,10 +248,10 @@ export class StorageManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置所有数据(积分 + 进度)
|
||||
* 重置所有数据(体力 + 进度)
|
||||
*/
|
||||
static resetAll(): void {
|
||||
StorageManager.resetPoints();
|
||||
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
|
||||
StorageManager.resetProgress();
|
||||
StorageManager.clearToken();
|
||||
StorageManager.clearUserInfo();
|
||||
@@ -273,14 +260,6 @@ export class StorageManager {
|
||||
|
||||
// ==================== 用户信息管理 ====================
|
||||
|
||||
/**
|
||||
* 用户信息结构
|
||||
*/
|
||||
interface UserInfo {
|
||||
avatarUrl: string;
|
||||
nickName: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 保存用户信息(头像、昵称)
|
||||
* @param userInfo 用户信息对象
|
||||
|
||||
@@ -1,120 +0,0 @@
|
||||
import { HttpUtil } from './HttpUtil';
|
||||
import { StorageManager } from './StorageManager';
|
||||
import { AuthManager } from './AuthManager';
|
||||
import { API_ENDPOINTS, API_TIMEOUT, POINT_REASONS } from '../config/ApiConfig';
|
||||
import { ApiEnvelope, UserAssetsData } from '../types/ApiTypes';
|
||||
|
||||
/**
|
||||
* 用户资产管理器
|
||||
* 单例模式,负责积分的服务端同步
|
||||
* 以服务端为准,本地 StorageManager 作为缓存
|
||||
*/
|
||||
export class UserAssetsManager {
|
||||
private static _instance: UserAssetsManager | null = null;
|
||||
|
||||
static get instance(): UserAssetsManager {
|
||||
if (!this._instance) {
|
||||
this._instance = new UserAssetsManager();
|
||||
}
|
||||
return this._instance;
|
||||
}
|
||||
|
||||
private constructor() {}
|
||||
|
||||
/**
|
||||
* 从服务端获取最新积分
|
||||
*/
|
||||
async fetchPoints(): Promise<number> {
|
||||
if (!AuthManager.instance.isLoggedIn) {
|
||||
return StorageManager.getPoints();
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await HttpUtil.get<ApiEnvelope<UserAssetsData>>(
|
||||
API_ENDPOINTS.USER_ASSETS,
|
||||
API_TIMEOUT.SHORT
|
||||
);
|
||||
|
||||
if (response.success && response.data) {
|
||||
StorageManager.setPoints(response.data.points);
|
||||
return response.data.points;
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[UserAssetsManager] 获取积分失败:', err);
|
||||
}
|
||||
|
||||
return StorageManager.getPoints();
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗积分(解锁提示)
|
||||
* @returns 是否消耗成功
|
||||
*/
|
||||
async consumePoint(levelId?: string, hintIndex?: number): Promise<boolean> {
|
||||
if (!StorageManager.hasPoints()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!AuthManager.instance.isLoggedIn) {
|
||||
return StorageManager.consumePoint();
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await HttpUtil.post<ApiEnvelope<UserAssetsData>>(
|
||||
API_ENDPOINTS.USER_ASSETS_CONSUME,
|
||||
{
|
||||
reason: POINT_REASONS.HINT_UNLOCK,
|
||||
levelId,
|
||||
hintIndex,
|
||||
},
|
||||
API_TIMEOUT.SHORT
|
||||
);
|
||||
|
||||
if (response.success && response.data) {
|
||||
StorageManager.setPoints(response.data.points);
|
||||
return true;
|
||||
} else {
|
||||
console.warn('[UserAssetsManager] 消耗积分失败:', response.message);
|
||||
return false;
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[UserAssetsManager] 消耗积分请求失败,降级本地处理:', err);
|
||||
return StorageManager.consumePoint();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获得积分(通关奖励)
|
||||
* @param levelId 关卡ID
|
||||
* @param timeSpent 通关耗时(秒)
|
||||
* @returns 获得后的积分数
|
||||
*/
|
||||
async earnPoint(levelId: string, timeSpent: number): Promise<number> {
|
||||
if (!AuthManager.instance.isLoggedIn) {
|
||||
StorageManager.addPoint();
|
||||
return StorageManager.getPoints();
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await HttpUtil.post<ApiEnvelope<UserAssetsData>>(
|
||||
API_ENDPOINTS.USER_ASSETS_EARN,
|
||||
{
|
||||
reason: POINT_REASONS.LEVEL_COMPLETE,
|
||||
levelId,
|
||||
timeSpent,
|
||||
},
|
||||
API_TIMEOUT.SHORT
|
||||
);
|
||||
|
||||
if (response.success && response.data) {
|
||||
StorageManager.setPoints(response.data.points);
|
||||
return response.data.points;
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[UserAssetsManager] 获得积分请求失败,降级本地处理:', err);
|
||||
}
|
||||
|
||||
StorageManager.addPoint();
|
||||
return StorageManager.getPoints();
|
||||
}
|
||||
}
|
||||
@@ -39,7 +39,7 @@ export class WxSDK {
|
||||
/**
|
||||
* 获取 wx 全局对象(仅微信环境下可用)
|
||||
*/
|
||||
private static getWx(): any {
|
||||
static getWx(): any {
|
||||
if (!WxSDK.isWechat()) return null;
|
||||
return typeof wx !== 'undefined' ? wx : null;
|
||||
}
|
||||
@@ -217,6 +217,84 @@ export class WxSDK {
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== 激励视频广告 ====================
|
||||
|
||||
/** 激励视频广告实例(复用) */
|
||||
private static _rewardedVideoAd: any = null;
|
||||
|
||||
/**
|
||||
* 展示激励视频广告
|
||||
* 用户看完广告后返回 true,中途退出或失败返回 false
|
||||
* 非微信环境直接返回 true(开发模式直接通过)
|
||||
* @param adUnitId 广告单元 ID(默认使用项目配置的 ID)
|
||||
* @returns Promise<boolean> 是否看完广告
|
||||
*/
|
||||
static showRewardedVideoAd(adUnitId: string = ''): Promise<boolean> {
|
||||
return new Promise((resolve) => {
|
||||
const wxApi = WxSDK.getWx();
|
||||
if (!wxApi) {
|
||||
console.log('[WxSDK] 非微信环境,跳过激励视频广告');
|
||||
resolve(true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof wxApi.createRewardedVideoAd !== 'function') {
|
||||
console.warn('[WxSDK] 当前微信版本不支持激励视频广告');
|
||||
resolve(true);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
// 复用或创建广告实例
|
||||
if (!WxSDK._rewardedVideoAd) {
|
||||
WxSDK._rewardedVideoAd = wxApi.createRewardedVideoAd({
|
||||
adUnitId: adUnitId,
|
||||
});
|
||||
}
|
||||
|
||||
const ad = WxSDK._rewardedVideoAd;
|
||||
|
||||
// 定义关闭回调(一次性)
|
||||
const onClose = (res: any) => {
|
||||
ad.offClose(onClose);
|
||||
if (res && res.isEnded) {
|
||||
console.log('[WxSDK] 激励视频广告观看完成');
|
||||
resolve(true);
|
||||
} else {
|
||||
console.log('[WxSDK] 激励视频广告中途退出');
|
||||
resolve(false);
|
||||
}
|
||||
};
|
||||
|
||||
// 定义错误回调(一次性)
|
||||
const onError = (err: any) => {
|
||||
ad.offError(onError);
|
||||
ad.offClose(onClose);
|
||||
console.error('[WxSDK] 激励视频广告错误:', err);
|
||||
resolve(false);
|
||||
};
|
||||
|
||||
ad.onClose(onClose);
|
||||
ad.onError(onError);
|
||||
|
||||
// 先尝试 show,如果广告未加载则先 load
|
||||
ad.show().catch(() => {
|
||||
ad.load().then(() => ad.show()).catch((loadErr: any) => {
|
||||
ad.offClose(onClose);
|
||||
ad.offError(onError);
|
||||
console.error('[WxSDK] 激励视频广告加载失败:', loadErr);
|
||||
resolve(false);
|
||||
});
|
||||
});
|
||||
} catch (err) {
|
||||
console.error('[WxSDK] 激励视频广告异常:', err);
|
||||
resolve(false);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== 启动参数 ====================
|
||||
|
||||
/**
|
||||
* 从启动参数中获取分享码
|
||||
* @returns 分享码,不存在则返回 null
|
||||
|
||||
Reference in New Issue
Block a user