- 新增 LevelDataManager 单例管理关卡数据 - 新增 HttpUtil 封装 XMLHttpRequest 请求 - 新增 LevelTypes 类型定义 - PageLoading 集成 API 数据预加载(0-80% 进度) - PageLevel 支持优先使用 API 数据,失败时降级到本地配置 - 字段映射: hint1/2/3 → clue1/2/3, imageUrl → SpriteFrame
208 lines
6.0 KiB
TypeScript
208 lines
6.0 KiB
TypeScript
import { SpriteFrame, Texture2D, ImageAsset, assetManager } from 'cc';
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import { HttpUtil } from './HttpUtil';
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import { ApiLevelData, ApiResponse, RuntimeLevelConfig } from '../types/LevelTypes';
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/**
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* 进度回调类型
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* @param progress 进度值 0-1
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* @param message 进度消息
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*/
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export type ProgressCallback = (progress: number, message: string) => void;
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/**
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* 关卡数据管理器
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* 单例模式,负责从 API 获取关卡数据并预加载图片
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*/
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export class LevelDataManager {
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private static _instance: LevelDataManager | null = null;
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/** API 地址 */
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private readonly API_URL = 'https://ilookai.cn/api/v1/wechat-game/levels';
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/** 请求超时时间(毫秒) */
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private readonly REQUEST_TIMEOUT = 8000;
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/** 运行时关卡配置缓存 */
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private _levelConfigs: RuntimeLevelConfig[] = [];
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/** 是否已成功从 API 获取数据 */
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private _hasApiData: boolean = false;
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/** 图片缓存:URL -> SpriteFrame */
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private _imageCache: Map<string, SpriteFrame> = new Map();
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/**
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* 获取单例实例
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*/
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static get instance(): LevelDataManager {
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if (!this._instance) {
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this._instance = new LevelDataManager();
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}
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return this._instance;
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}
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/**
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* 私有构造函数
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*/
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private constructor() {}
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/**
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* 初始化:从 API 获取数据并预加载图片
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* @param onProgress 进度回调
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* @returns 是否初始化成功
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*/
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async initialize(onProgress?: ProgressCallback): Promise<boolean> {
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console.log('[LevelDataManager] 开始初始化');
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try {
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// 阶段1: 获取 API 数据 (0-20%)
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onProgress?.(0, '正在获取关卡数据...');
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const apiData = await this._fetchApiData();
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if (!apiData || apiData.length === 0) {
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console.warn('[LevelDataManager] API 返回空数据');
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onProgress?.(0.2, 'API 数据为空,使用本地配置');
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return false;
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}
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console.log(`[LevelDataManager] 获取到 ${apiData.length} 个关卡数据`);
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onProgress?.(0.2, `获取到 ${apiData.length} 个关卡`);
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// 阶段2: 预加载所有图片 (20-80%)
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const configs = await this._preloadImages(apiData, (progress) => {
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onProgress?.(0.2 + progress * 0.6, '正在加载关卡资源...');
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});
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this._levelConfigs = configs;
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this._hasApiData = true;
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console.log('[LevelDataManager] 初始化完成');
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onProgress?.(0.8, '关卡资源加载完成');
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return true;
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} catch (error) {
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console.error('[LevelDataManager] 初始化失败:', error);
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onProgress?.(0.2, '获取数据失败,使用本地配置');
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return false;
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}
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}
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/**
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* 获取指定关卡配置
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* @param index 关卡索引
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*/
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getLevelConfig(index: number): RuntimeLevelConfig | null {
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if (index < 0 || index >= this._levelConfigs.length) {
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return null;
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}
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return this._levelConfigs[index];
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}
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/**
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* 获取关卡总数
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*/
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getLevelCount(): number {
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return this._levelConfigs.length;
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}
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/**
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* 检查是否有 API 数据
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*/
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hasApiData(): boolean {
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return this._hasApiData && this._levelConfigs.length > 0;
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}
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/**
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* 从 API 获取关卡数据
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*/
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private async _fetchApiData(): Promise<ApiLevelData[] | null> {
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try {
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const response = await HttpUtil.get<ApiResponse>(this.API_URL, this.REQUEST_TIMEOUT);
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if (response.code !== 0) {
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console.warn(`[LevelDataManager] API 返回错误码: ${response.code}, 消息: ${response.message}`);
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return null;
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}
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return response.data;
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} catch (error) {
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console.error('[LevelDataManager] API 请求失败:', error);
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return null;
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}
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}
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/**
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* 预加载所有图片
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* @param apiData API 返回的关卡数据
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* @param onProgress 进度回调
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*/
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private async _preloadImages(
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apiData: ApiLevelData[],
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onProgress?: (progress: number) => void
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): Promise<RuntimeLevelConfig[]> {
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const configs: RuntimeLevelConfig[] = [];
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const total = apiData.length;
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for (let i = 0; i < total; i++) {
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const data = apiData[i];
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const spriteFrame = await this._loadImage(data.imageUrl);
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configs.push({
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id: data.id,
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name: data.name,
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spriteFrame: spriteFrame,
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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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});
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onProgress?.((i + 1) / total);
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}
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return configs;
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}
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/**
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* 加载远程图片为 SpriteFrame
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* @param url 图片 URL
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*/
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private async _loadImage(url: string): Promise<SpriteFrame | null> {
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// 检查缓存
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if (this._imageCache.has(url)) {
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return this._imageCache.get(url)!;
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}
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return new Promise((resolve) => {
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assetManager.loadRemote<ImageAsset>(url, (err, imageAsset) => {
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if (err) {
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console.error(`[LevelDataManager] 加载图片失败: ${url}`, err);
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resolve(null);
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return;
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}
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const texture = new Texture2D();
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texture.image = imageAsset;
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const spriteFrame = new SpriteFrame();
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spriteFrame.texture = texture;
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// 缓存
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this._imageCache.set(url, spriteFrame);
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resolve(spriteFrame);
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});
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});
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}
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/**
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* 清除缓存
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*/
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clearCache(): void {
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this._levelConfigs = [];
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this._hasApiData = false;
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this._imageCache.clear();
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console.log('[LevelDataManager] 缓存已清除');
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}
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}
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