240 lines
7.7 KiB
TypeScript
240 lines
7.7 KiB
TypeScript
import { sys } from 'cc';
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/**
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* 用户进度数据结构
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*/
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interface UserProgress {
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/** 当前关卡索引(0-based) */
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currentLevelIndex: number;
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/** 已通关的最高关卡索引 */
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maxUnlockedLevelIndex: number;
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}
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/**
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* 本地存储管理器
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* 统一管理用户数据的本地持久化存储
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*/
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export class StorageManager {
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/** 生命值存储键 */
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private static readonly KEY_LIVES = 'game_lives';
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/** 用户进度存储键 */
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private static readonly KEY_PROGRESS = 'game_progress';
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/** 默认生命值 */
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private static readonly DEFAULT_LIVES = 10;
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/** 最小生命值 */
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private static readonly MIN_LIVES = 0;
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/** 默认进度 */
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private static readonly DEFAULT_PROGRESS: UserProgress = {
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currentLevelIndex: 0,
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maxUnlockedLevelIndex: 0
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};
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/** 进度缓存(避免重复读取 localStorage) */
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private static _progressCache: UserProgress | null = null;
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// ==================== 生命值管理 ====================
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/**
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* 获取当前生命值
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* @returns 当前生命值,新用户返回默认值 10
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*/
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static getLives(): number {
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const stored = sys.localStorage.getItem(StorageManager.KEY_LIVES);
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if (stored === null || stored === '') {
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// 新用户,设置默认值
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StorageManager.setLives(StorageManager.DEFAULT_LIVES);
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return StorageManager.DEFAULT_LIVES;
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}
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const lives = parseInt(stored, 10);
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// 防止异常数据
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if (isNaN(lives) || lives < 0) {
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StorageManager.setLives(StorageManager.DEFAULT_LIVES);
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return StorageManager.DEFAULT_LIVES;
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}
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return lives;
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}
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/**
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* 设置生命值
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* @param lives 生命值
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*/
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static setLives(lives: number): void {
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const validLives = Math.max(StorageManager.MIN_LIVES, lives);
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sys.localStorage.setItem(StorageManager.KEY_LIVES, validLives.toString());
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console.log(`[StorageManager] 生命值已更新: ${validLives}`);
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}
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/**
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* 消耗一颗生命
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* @returns 是否消耗成功(生命值不足时返回 false)
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*/
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static consumeLife(): boolean {
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const currentLives = StorageManager.getLives();
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if (currentLives <= 0) {
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console.warn('[StorageManager] 生命值不足,无法消耗');
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return false;
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}
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StorageManager.setLives(currentLives - 1);
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return true;
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}
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/**
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* 增加一颗生命
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*/
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static addLife(): void {
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const currentLives = StorageManager.getLives();
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StorageManager.setLives(currentLives + 1);
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console.log(`[StorageManager] 获得一颗生命,当前生命值: ${currentLives + 1}`);
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}
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/**
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* 检查是否有足够的生命值
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* @returns 是否有生命值
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*/
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static hasLives(): boolean {
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return StorageManager.getLives() > 0;
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}
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/**
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* 重置生命值为默认值
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*/
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static resetLives(): void {
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StorageManager.setLives(StorageManager.DEFAULT_LIVES);
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console.log('[StorageManager] 生命值已重置为默认值');
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}
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// ==================== 关卡进度管理 ====================
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/**
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* 获取用户进度数据(带缓存)
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* @returns 用户进度对象的副本
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*/
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private static _getProgress(): UserProgress {
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// 返回缓存副本
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if (StorageManager._progressCache !== null) {
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return { ...StorageManager._progressCache };
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}
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const stored = sys.localStorage.getItem(StorageManager.KEY_PROGRESS);
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if (stored === null || stored === '') {
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// 新用户,返回默认进度
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StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
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return { ...StorageManager._progressCache };
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}
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try {
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const progress = JSON.parse(stored) as UserProgress;
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// 验证数据有效性
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if (typeof progress.currentLevelIndex !== 'number' ||
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typeof progress.maxUnlockedLevelIndex !== 'number' ||
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progress.currentLevelIndex < 0 ||
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progress.maxUnlockedLevelIndex < 0) {
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console.warn('[StorageManager] 进度数据无效,使用默认值');
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StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
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} else {
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StorageManager._progressCache = progress;
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}
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return { ...StorageManager._progressCache };
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} catch (e) {
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console.warn('[StorageManager] 解析进度数据失败,使用默认值');
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StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
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return { ...StorageManager._progressCache };
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}
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}
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/**
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* 保存用户进度数据
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* @param progress 进度对象
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*/
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private static _saveProgress(progress: UserProgress): void {
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StorageManager._progressCache = progress;
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sys.localStorage.setItem(StorageManager.KEY_PROGRESS, JSON.stringify(progress));
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}
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/**
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* 获取当前关卡索引
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* @returns 当前关卡索引(0-based)
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*/
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static getCurrentLevelIndex(): number {
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return StorageManager._getProgress().currentLevelIndex;
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}
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/**
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* 设置当前关卡索引
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* @param index 关卡索引
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*/
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static setCurrentLevelIndex(index: number): void {
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if (index < 0) {
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console.warn('[StorageManager] 关卡索引不能为负数');
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return;
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}
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const progress = StorageManager._getProgress();
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progress.currentLevelIndex = index;
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StorageManager._saveProgress(progress);
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console.log(`[StorageManager] 当前关卡已更新: ${progress.currentLevelIndex}`);
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}
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/**
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* 获取已解锁的最高关卡索引
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* @returns 最高关卡索引(0-based)
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*/
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static getMaxUnlockedLevelIndex(): number {
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return StorageManager._getProgress().maxUnlockedLevelIndex;
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}
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/**
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* 通关后更新进度
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* 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)
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* @param completedLevelIndex 刚通关的关卡索引
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*/
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static onLevelCompleted(completedLevelIndex: number): void {
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if (completedLevelIndex < 0) {
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console.warn('[StorageManager] 通关关卡索引不能为负数');
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return;
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}
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const progress = StorageManager._getProgress();
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const nextLevelIndex = completedLevelIndex + 1;
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// 更新当前关卡为下一关
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progress.currentLevelIndex = nextLevelIndex;
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// 更新最高解锁关卡
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progress.maxUnlockedLevelIndex = Math.max(progress.maxUnlockedLevelIndex, completedLevelIndex);
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StorageManager._saveProgress(progress);
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console.log(`[StorageManager] 通关第 ${completedLevelIndex + 1} 关,下一关: ${nextLevelIndex + 1}`);
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}
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/**
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* 检查指定关卡是否已解锁
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* @param levelIndex 关卡索引
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* @returns 是否已解锁
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*/
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static isLevelUnlocked(levelIndex: number): boolean {
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const progress = StorageManager._getProgress();
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return levelIndex <= progress.maxUnlockedLevelIndex;
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}
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/**
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* 重置所有进度
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*/
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static resetProgress(): void {
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StorageManager._progressCache = null;
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sys.localStorage.removeItem(StorageManager.KEY_PROGRESS);
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console.log('[StorageManager] 进度已重置');
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}
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/**
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* 重置所有数据(生命值 + 进度)
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*/
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static resetAll(): void {
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StorageManager.resetLives();
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StorageManager.resetProgress();
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console.log('[StorageManager] 所有数据已重置');
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}
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}
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