import { sys } from 'cc'; /** * 用户进度数据结构 */ interface UserProgress { /** 当前关卡索引(0-based) */ currentLevelIndex: number; /** 已通关的最高关卡索引 */ maxUnlockedLevelIndex: number; } /** * 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 { /** 生命值存储键 */ private static readonly KEY_LIVES = 'game_lives'; /** 用户进度存储键 */ private static readonly KEY_PROGRESS = 'game_progress'; /** 默认生命值 */ private static readonly DEFAULT_LIVES = 10; /** 最小生命值 */ private static readonly MIN_LIVES = 0; /** 默认进度 */ private static readonly DEFAULT_PROGRESS: UserProgress = { currentLevelIndex: 0, maxUnlockedLevelIndex: 0 }; /** 进度缓存(避免重复读取 localStorage) */ private static _progressCache: UserProgress | null = null; // ==================== 生命值管理 ==================== /** * 获取当前生命值 * @returns 当前生命值,新用户返回默认值 10 */ static getLives(): number { const stored = sys.localStorage.getItem(StorageManager.KEY_LIVES); if (stored === null || stored === '') { // 新用户,设置默认值 StorageManager.setLives(StorageManager.DEFAULT_LIVES); return StorageManager.DEFAULT_LIVES; } const lives = parseInt(stored, 10); // 防止异常数据 if (isNaN(lives) || lives < 0) { StorageManager.setLives(StorageManager.DEFAULT_LIVES); return StorageManager.DEFAULT_LIVES; } return lives; } /** * 设置生命值 * @param lives 生命值 */ static setLives(lives: number): void { const validLives = Math.max(StorageManager.MIN_LIVES, lives); sys.localStorage.setItem(StorageManager.KEY_LIVES, validLives.toString()); console.log(`[StorageManager] 生命值已更新: ${validLives}`); } /** * 消耗一颗生命 * @returns 是否消耗成功(生命值不足时返回 false) */ static consumeLife(): boolean { const currentLives = StorageManager.getLives(); if (currentLives <= 0) { console.warn('[StorageManager] 生命值不足,无法消耗'); return false; } StorageManager.setLives(currentLives - 1); return true; } /** * 增加一颗生命 */ static addLife(): void { const currentLives = StorageManager.getLives(); StorageManager.setLives(currentLives + 1); console.log(`[StorageManager] 获得一颗生命,当前生命值: ${currentLives + 1}`); } /** * 检查是否有足够的生命值 * @returns 是否有生命值 */ static hasLives(): boolean { return StorageManager.getLives() > 0; } /** * 重置生命值为默认值 */ static resetLives(): void { StorageManager.setLives(StorageManager.DEFAULT_LIVES); console.log('[StorageManager] 生命值已重置为默认值'); } // ==================== 关卡进度管理 ==================== /** * 获取用户进度数据(带缓存) * @returns 用户进度对象的副本 */ private static _getProgress(): UserProgress { // 返回缓存副本 if (StorageManager._progressCache !== null) { return { ...StorageManager._progressCache }; } const stored = sys.localStorage.getItem(StorageManager.KEY_PROGRESS); if (stored === null || stored === '') { // 新用户,返回默认进度 StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS }; return { ...StorageManager._progressCache }; } try { const progress = JSON.parse(stored) as UserProgress; // 验证数据有效性 if (typeof progress.currentLevelIndex !== 'number' || typeof progress.maxUnlockedLevelIndex !== 'number' || progress.currentLevelIndex < 0 || progress.maxUnlockedLevelIndex < 0) { console.warn('[StorageManager] 进度数据无效,使用默认值'); StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS }; } else { StorageManager._progressCache = progress; } return { ...StorageManager._progressCache }; } catch (e) { console.warn('[StorageManager] 解析进度数据失败,使用默认值'); StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS }; return { ...StorageManager._progressCache }; } } /** * 保存用户进度数据 * @param progress 进度对象 */ private static _saveProgress(progress: UserProgress): void { StorageManager._progressCache = progress; sys.localStorage.setItem(StorageManager.KEY_PROGRESS, JSON.stringify(progress)); } /** * 获取当前关卡索引 * @returns 当前关卡索引(0-based) */ static getCurrentLevelIndex(): number { return StorageManager._getProgress().currentLevelIndex; } /** * 设置当前关卡索引 * @param index 关卡索引 */ static setCurrentLevelIndex(index: number): void { if (index < 0) { console.warn('[StorageManager] 关卡索引不能为负数'); return; } const progress = StorageManager._getProgress(); progress.currentLevelIndex = index; StorageManager._saveProgress(progress); console.log(`[StorageManager] 当前关卡已更新: ${progress.currentLevelIndex}`); } /** * 获取已解锁的最高关卡索引 * @returns 最高关卡索引(0-based) */ static getMaxUnlockedLevelIndex(): number { return StorageManager._getProgress().maxUnlockedLevelIndex; } /** * 通关后更新进度 * 当玩家通关第 N 关后,设置当前关卡为 N+1,解锁关卡更新为 max(N, 已解锁) * @param completedLevelIndex 刚通关的关卡索引 */ static onLevelCompleted(completedLevelIndex: number): void { if (completedLevelIndex < 0) { console.warn('[StorageManager] 通关关卡索引不能为负数'); return; } const progress = StorageManager._getProgress(); const nextLevelIndex = completedLevelIndex + 1; // 更新当前关卡为下一关 progress.currentLevelIndex = nextLevelIndex; // 更新最高解锁关卡 progress.maxUnlockedLevelIndex = Math.max(progress.maxUnlockedLevelIndex, completedLevelIndex); StorageManager._saveProgress(progress); console.log(`[StorageManager] 通关第 ${completedLevelIndex + 1} 关,下一关: ${nextLevelIndex + 1}`); } /** * 检查指定关卡是否已解锁 * @param levelIndex 关卡索引 * @returns 是否已解锁 */ static isLevelUnlocked(levelIndex: number): boolean { const progress = StorageManager._getProgress(); return levelIndex <= progress.maxUnlockedLevelIndex; } /** * 重置所有进度 */ static resetProgress(): void { StorageManager._progressCache = null; sys.localStorage.removeItem(StorageManager.KEY_PROGRESS); console.log('[StorageManager] 进度已重置'); } /** * 重置所有数据(生命值 + 进度) */ static resetAll(): void { StorageManager.resetLives(); StorageManager.resetProgress(); console.log('[StorageManager] 所有数据已重置'); } }