AccountFileInfo.cs 8.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using Core.Utility;
  5. using Fort23.UTool;
  6. using GameLogic.Bag;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. using Utility;
  10. using WeChatWASM;
  11. public class AccountFileInfo : Singleton<AccountFileInfo>
  12. {
  13. public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
  14. public PlayerData playerData = new PlayerData();
  15. public string fileName = "/playerData.txt";
  16. [System.Serializable]
  17. public class PlayerData
  18. {
  19. public List<ItemData> ItemListData = new List<ItemData>();
  20. /// <summary>
  21. /// 英雄数据
  22. /// </summary>
  23. public List<HeroData> HeroListData = new List<HeroData>();
  24. /// <summary>
  25. /// 装备列表
  26. /// </summary>
  27. // public List<EqData> EqListData = new List<EqData>();
  28. /// <summary>
  29. /// 关卡进度
  30. /// </summary>
  31. public int levelBattle = 1;
  32. /// <summary>
  33. /// 是否全部阵亡一次
  34. /// </summary>
  35. public bool isAllHeroDie;
  36. /// <summary>
  37. /// 装备的GUID
  38. /// </summary>
  39. public long eqGUID = 0;
  40. // /// <summary>
  41. // /// 后备英雄(共享等级)
  42. // /// </summary>
  43. // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
  44. }
  45. public void LoadPlayerData()
  46. {
  47. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  48. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  49. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  50. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  51. {
  52. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  53. playerData = new PlayerData();
  54. JsonUtility.FromJsonOverwrite(data, playerData);
  55. }
  56. else
  57. {
  58. ClearInitPlayerData();
  59. SavePlayerData();
  60. }
  61. #else
  62. if (!File.Exists(persistentDataPath))
  63. {
  64. LogTool.Log("没有文件: " + persistentDataPath);
  65. ClearInitPlayerData();
  66. // File.Create(persistentDataPath).Close();
  67. }
  68. LogTool.Log("读取=文件: " + persistentDataPath);
  69. StreamReader sr = File.OpenText(persistentDataPath);
  70. string data = sr.ReadToEnd();
  71. sr.Close();
  72. playerData = new PlayerData();
  73. JsonUtility.FromJsonOverwrite(data, playerData);
  74. #endif
  75. }
  76. private int lastHeroIdx = 0;
  77. /// <summary>
  78. /// 保存英雄数据
  79. /// </summary>
  80. /// <param name="heroInfo"></param>
  81. public void SaveHeroData(HeroInfo heroInfo)
  82. {
  83. var lastHeroData = playerData.HeroListData[lastHeroIdx];
  84. if (heroInfo.modelID == lastHeroData.heroModelId)
  85. {
  86. playerData.HeroListData[lastHeroIdx] = heroInfo.ToHeroData();
  87. SavePlayerData();
  88. return;
  89. }
  90. for (int i = 0; i < playerData.HeroListData.Count; i++)
  91. {
  92. HeroData heroData = playerData.HeroListData[i];
  93. if (heroData.heroModelId == heroInfo.modelID)
  94. {
  95. playerData.HeroListData[i] = heroInfo.ToHeroData();
  96. //存下来,用于快速查找
  97. lastHeroIdx = i;
  98. SavePlayerData();
  99. return;
  100. }
  101. }
  102. }
  103. private int lastItemIdx = 0;
  104. /// <summary>
  105. /// 保存item数据
  106. /// </summary>
  107. /// <param name="itemInfo"></param>
  108. public void SaveItemData(ItemInfo itemInfo)
  109. {
  110. if (itemInfo.guid == playerData.ItemListData[lastItemIdx].guid)
  111. {
  112. playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
  113. SavePlayerData();
  114. return;
  115. }
  116. for (int i = 0; i < playerData.ItemListData.Count; i++)
  117. {
  118. ItemData itemData = playerData.ItemListData[i];
  119. if (itemData.guid == itemInfo.guid)
  120. {
  121. playerData.ItemListData[i] = itemInfo.ToItemData();
  122. //存下来,用于快速查找
  123. lastItemIdx = i;
  124. SavePlayerData();
  125. return;
  126. }
  127. }
  128. playerData.ItemListData.Add(itemInfo.ToItemData());
  129. SavePlayerData();
  130. }
  131. public void SaveEqGUID()
  132. {
  133. SavePlayerData();
  134. }
  135. public void SavePlayerData()
  136. {
  137. if (!string.IsNullOrEmpty(persistentDataPath))
  138. {
  139. string playerSettingJson = JsonManager.ToJson(playerData);
  140. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  141. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  142. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  143. #else
  144. File.WriteAllText(persistentDataPath, playerSettingJson);
  145. #endif
  146. }
  147. }
  148. public void DeleteFile(string filePath)
  149. {
  150. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  151. playerData = new PlayerData();
  152. SavePlayerData();
  153. ClearInitPlayerData();
  154. #else
  155. if (File.Exists(filePath))
  156. {
  157. File.Delete(filePath); // 删除文件
  158. LogTool.Log($"文件已删除:{filePath}");
  159. }
  160. else
  161. {
  162. LogTool.Log($"文件不存在:{filePath}");
  163. }
  164. #endif
  165. }
  166. /// <summary>
  167. /// 不要服务器的话,这里初始化玩家的起始数据
  168. /// </summary>
  169. public void ClearInitPlayerData()
  170. {
  171. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID);
  172. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  173. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID);
  174. playerData.ItemListData.Add(coin);
  175. playerData.ItemListData.Add(diamond);
  176. playerData.ItemListData.Add(heroExp);
  177. HeroData heroData1 = new HeroData
  178. {
  179. heroModelId = 105,
  180. heroPowerId = 1,
  181. heroPromoteId = 3,
  182. isLead = true,
  183. };
  184. HeroData heroData2 = new HeroData
  185. {
  186. heroModelId = 107,
  187. heroPowerId = 1,
  188. heroPromoteId = 3,
  189. isLead = true,
  190. };
  191. HeroData heroData3 = new HeroData
  192. {
  193. heroModelId = 116,
  194. heroPowerId = 1,
  195. heroPromoteId = 3,
  196. isLead = true,
  197. };
  198. HeroData heroData4 = new HeroData
  199. {
  200. heroModelId = 113,
  201. heroPowerId = 1,
  202. heroPromoteId = 3,
  203. isLead = true,
  204. };
  205. playerData.HeroListData.Add(heroData1);
  206. playerData.HeroListData.Add(heroData2);
  207. playerData.HeroListData.Add(heroData3);
  208. playerData.HeroListData.Add(heroData4);
  209. SavePlayerData();
  210. }
  211. [System.Serializable]
  212. public class HeroData
  213. {
  214. /// <summary>
  215. /// 英雄基础信息
  216. /// </summary>
  217. public int heroModelId;
  218. /// <summary>
  219. /// 英雄等级
  220. /// </summary>
  221. public int heroPowerId;
  222. /// <summary>
  223. /// 星级
  224. /// </summary>
  225. public int heroPromoteId;
  226. /// <summary>
  227. /// 是否为主力
  228. /// </summary>
  229. public bool isLead;
  230. }
  231. [System.Serializable]
  232. public class ItemData
  233. {
  234. public int itemId;
  235. public long itemCount;
  236. public string guid;
  237. public EqData eqData;
  238. public ItemData(int itemId, long itemCount = 0, string guid = "")
  239. {
  240. this.itemId = itemId;
  241. this.itemCount = itemCount;
  242. if (string.IsNullOrEmpty(guid))
  243. {
  244. this.guid = itemId.ToString();
  245. }
  246. else
  247. {
  248. this.guid = guid;
  249. }
  250. // eqData = null;
  251. }
  252. }
  253. /// <summary>
  254. /// 装备数据
  255. /// </summary>
  256. [System.Serializable]
  257. public class EqData
  258. {
  259. // public string guid;
  260. // public int count;
  261. public int itemConfigID;
  262. public int level;
  263. public int quality;
  264. /// <summary>
  265. /// 穿在谁身上
  266. /// </summary>
  267. public int ownerID;
  268. }
  269. }