AccountFileInfo.cs 20 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. using System.Linq;
  6. using Core.Utility;
  7. using Excel2Json;
  8. using Fort23.Core;
  9. using Fort23.UTool;
  10. using GameLogic.Bag;
  11. using GameLogic.Hero;
  12. using UnityEngine;
  13. using UnityEngine.Serialization;
  14. using Utility;
  15. #if UNITY_WEIXINMINIGAME
  16. using WeChatWASM;
  17. #endif
  18. public class AccountFileInfo : Singleton<AccountFileInfo>
  19. {
  20. public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
  21. public PlayerData playerData = new PlayerData();
  22. /// <summary>
  23. /// 索引,用于快速查找
  24. /// </summary>
  25. private Dictionary<string, int> itemIndexMap = new Dictionary<string, int>();
  26. public string fileName = "/playerData.txt";
  27. [System.Serializable]
  28. public class PlayerData
  29. {
  30. /// <summary>
  31. /// 神识等级
  32. /// </summary>
  33. public int divineSenseLevel = 1;
  34. /// <summary>
  35. /// 神识点
  36. /// </summary>
  37. public float divineSensePoint = 0;
  38. /// <summary>
  39. /// 今天回复的神识值
  40. /// </summary>
  41. public float todayDivineSensePoint = 0;
  42. /// <summary>
  43. /// 神识经验
  44. /// </summary>
  45. public int divineSenseexp = 0;
  46. //每天刷新时间
  47. public long nextRefence;
  48. /// <summary>
  49. /// 洞府经验丹使用数量
  50. /// </summary>
  51. public int todayUseExpElixrPanelCount = 0;
  52. /// <summary>
  53. /// 英雄信息
  54. /// </summary>
  55. public HeroData heroData;
  56. public int CurrentZuiZhongEventListId;
  57. public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
  58. public List<DaoYouGuaiJiData> daoYouGuaiJiDatas = new List<DaoYouGuaiJiData>();
  59. /// <summary>
  60. /// 道具信息
  61. /// </summary>
  62. public List<ItemData> ItemListData = new List<ItemData>();
  63. //地图区域数据
  64. public List<PlacesData> placesDatas = new List<PlacesData>();
  65. /// <summary>
  66. /// 商店数据
  67. /// </summary>
  68. public List<ShopData> shopDatas = new List<ShopData>();
  69. /// <summary>
  70. /// 功法数据
  71. /// </summary>
  72. public List<SkillData> AllSkillDatas = new List<SkillData>();
  73. /// <summary>
  74. /// 法宝数据
  75. /// </summary>
  76. public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
  77. // /// <summary>
  78. // /// 事件链数据
  79. // /// </summary>
  80. // public List<EventLinkData> eventLinkDatas = new List<EventLinkData>();
  81. // /// <summary>
  82. // ///
  83. // /// </summary>
  84. // public List<EventConditionData> eventConditionDatas = new List<EventConditionData>();
  85. /// <summary>
  86. /// 完成的事件
  87. /// </summary>
  88. public List<EventList> completeEvents = new List<EventList>();
  89. /// <summary>
  90. /// 背包里的事件
  91. ///
  92. /// </summary>
  93. public List<EventList> eventList = new List<EventList>();
  94. public List<SentimentData> SentimentDatas = new List<SentimentData>();
  95. //塔数据
  96. public List<TowerData> TowerDatas = new List<TowerData>();
  97. //掉落数据
  98. public List<QiankundaiData> QiankundaiDatas = new List<QiankundaiData>();
  99. public List<ItemData> QiankundaiItemDatas = new List<ItemData>();
  100. //招募数据
  101. public List<SummonData> SummonDatas = new List<SummonData>();
  102. /// <summary>
  103. /// 挂机掉落了多少时间
  104. /// </summary>
  105. public int QiankundaiDropTimer;
  106. /// <summary>
  107. /// 领取挂机每日掉落时间
  108. /// </summary>
  109. public long QiankundaiLingQuDailyDropTime;
  110. public long ExitTime;
  111. public bool boxFree;
  112. }
  113. public class QiankundaiData
  114. {
  115. public int id;
  116. public long refenceTime;
  117. public int dropCount;
  118. public int dropTime;
  119. }
  120. /// <summary>
  121. /// 塔数据
  122. /// </summary>
  123. [System.Serializable]
  124. public class TowerData
  125. {
  126. public int id;
  127. public List<TowerLevelData> towerLevelDatas = new List<TowerLevelData>();
  128. public int GetMaxUlockid()
  129. {
  130. int id = 0;
  131. TowerConfig towerConfig = ConfigComponent.Instance.Get<TowerConfig>(this.id);
  132. List<TowerInfoConfig> towerInfoConfigs = ConfigComponent.Instance.GetAll<TowerInfoConfig>().ToList();
  133. var configs = towerInfoConfigs.Where(c => c.groupId == towerConfig.towerinfoIdGroup).ToList();
  134. foreach (var towerInfoConfig in configs)
  135. {
  136. var lastTowerLevelData = towerLevelDatas.FirstOrDefault(td => td.id == towerInfoConfig.ID - 1);
  137. if ((lastTowerLevelData != null &&
  138. lastTowerLevelData.finish) ||
  139. towerInfoConfig.level == 1)
  140. {
  141. if (towerInfoConfig.ID > id)
  142. {
  143. id = towerInfoConfig.ID;
  144. }
  145. }
  146. }
  147. return id;
  148. }
  149. }
  150. /// <summary>
  151. /// 塔层数据
  152. /// </summary>
  153. [System.Serializable]
  154. public class TowerLevelData
  155. {
  156. public int id;
  157. public bool finish;
  158. public bool reward;
  159. }
  160. /// <summary>
  161. /// 心境数据
  162. /// </summary>
  163. [System.Serializable]
  164. public class SentimentData
  165. {
  166. public int id;
  167. //主属性
  168. public SentimentProperty mainSentiment;
  169. public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
  170. }
  171. /// <summary>
  172. /// 心境属性
  173. /// </summary>
  174. [System.Serializable]
  175. public class SentimentProperty
  176. {
  177. // 属性类别
  178. public int groupId;
  179. // 词条档位
  180. public int level = 0;
  181. }
  182. [System.Serializable]
  183. public class DaoYouGuaiJiData
  184. {
  185. public long leaveTime;
  186. public long guajiTime;
  187. public bool isLeave;
  188. public List<ItemData> items = new List<ItemData>();
  189. public int daoyouDataID;
  190. }
  191. /// <summary>
  192. /// 道友数据
  193. /// </summary>
  194. [System.Serializable]
  195. public class DaoYouData
  196. {
  197. public int id;
  198. /// <summary>
  199. /// 喜爱礼物
  200. /// </summary>
  201. public List<int> loveIds = new List<int>();
  202. /// <summary>
  203. /// 好感等级
  204. /// </summary>
  205. public int favorabilityLv;
  206. /// <summary>
  207. /// 经验
  208. /// </summary>
  209. public int exp;
  210. /// <summary>
  211. /// 已经领取奖励的好感等级
  212. /// </summary>
  213. public List<int> awardLevels = new List<int>();
  214. /// <summary>
  215. /// 心情
  216. /// </summary>
  217. public int emotion;
  218. /// <summary>
  219. /// 心情刷新时间
  220. /// </summary>
  221. public long emotionTime;
  222. //心情值
  223. public int emotionValue;
  224. }
  225. //地图区域数据
  226. [System.Serializable]
  227. public class PlacesData
  228. {
  229. //区域Id
  230. public int id;
  231. //地图进度
  232. public int progress;
  233. }
  234. /// <summary>
  235. /// 商店数据
  236. /// </summary>
  237. [System.Serializable]
  238. public class ShopData
  239. {
  240. public int id;
  241. public List<ShopItem> shopItemList = new List<ShopItem>();
  242. // 商店刷新时间
  243. public long refreshTime = 0;
  244. }
  245. [System.Serializable]
  246. public class ShopItem
  247. {
  248. // 商品ID
  249. public int id;
  250. // 商品购买次数
  251. public int buyCount = 0;
  252. // 商品结束时间
  253. public long endTime = -1;
  254. }
  255. [System.Serializable]
  256. public class FaBaoData
  257. {
  258. public int id;
  259. public int level;
  260. public int useIndex;
  261. }
  262. [System.Serializable]
  263. public class SkillData
  264. {
  265. public int id;
  266. public int level;
  267. public int star;
  268. public int useIndex;
  269. }
  270. [System.Serializable]
  271. public class EventData
  272. {
  273. public int eventID;
  274. //完成cishu
  275. public int completeCount = 0;
  276. }
  277. /// <summary>
  278. /// 刷出来的事件列表
  279. /// </summary>
  280. [System.Serializable]
  281. public class EventLinkData
  282. {
  283. public int eventLinkId;
  284. public int eventId;
  285. /// <summary>
  286. /// 事件监听列表
  287. /// </summary>
  288. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  289. }
  290. /// <summary>
  291. /// 刷出来的事件列表
  292. /// </summary>
  293. [System.Serializable]
  294. public class EventConditionData
  295. {
  296. public int eventId;
  297. public int eventCondition;
  298. public int fishCount;
  299. }
  300. /// <summary>
  301. /// 刷出来的事件列表
  302. /// </summary>
  303. [System.Serializable]
  304. public class EventList
  305. {
  306. public int guid;
  307. public int eventID;
  308. public List<ItemData> itemInfos = new List<ItemData>();
  309. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  310. public List<int> selectEventLinkIds = new List<int>();
  311. public int curStep;
  312. public bool isCompleted;
  313. }
  314. public class SummonData
  315. {
  316. // 招募ID
  317. public int id;
  318. //免费招募次数
  319. public int freeCount;
  320. //下一次免费招募时间
  321. public long nextFreeTime;
  322. //付费招募次数
  323. public int payCount;
  324. //下一次付费招募时间
  325. public long nextPayTime;
  326. //保底次数
  327. public int baodiCount1;
  328. public int baodiCount2;
  329. }
  330. /// <summary>
  331. /// 重建索引表
  332. /// 主要给道具用,比较多,调用频繁
  333. /// </summary>
  334. private void RestoreIndexMap()
  335. {
  336. itemIndexMap.Clear();
  337. for (int i = 0; i < playerData.ItemListData.Count; i++)
  338. {
  339. itemIndexMap[playerData.ItemListData[i].guid] = i;
  340. }
  341. }
  342. /// <summary>
  343. /// 加载玩家数据,一切数据:从这里开始
  344. /// </summary>
  345. public void LoadPlayerData()
  346. {
  347. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  348. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  349. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  350. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  351. {
  352. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  353. playerData = new PlayerData();
  354. JsonUtility.FromJsonOverwrite(data, playerData);
  355. }
  356. else
  357. {
  358. ClearInitPlayerData();
  359. SavePlayerData();
  360. }
  361. #else
  362. if (!File.Exists(persistentDataPath))
  363. {
  364. LogTool.Log("没有文件: " + persistentDataPath);
  365. ClearInitPlayerData();
  366. // File.Create(persistentDataPath).Close();
  367. }
  368. LogTool.Log("读取=文件: " + persistentDataPath);
  369. StreamReader sr = File.OpenText(persistentDataPath);
  370. string data = sr.ReadToEnd();
  371. sr.Close();
  372. playerData = new PlayerData();
  373. JsonUtility.FromJsonOverwrite(data, playerData);
  374. #endif
  375. //初始化索引
  376. RestoreIndexMap();
  377. }
  378. private int lastHeroIdx = 0;
  379. private int lastItemIdx = 0;
  380. /// <summary>
  381. /// 保存item数据
  382. /// </summary>
  383. /// <param name="itemInfo"></param>
  384. /// <param name="now">是否立即保存</param>
  385. /// <param name="zeroDel">count为0时,是否删除</param>
  386. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  387. {
  388. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  389. {
  390. //count为零且需要立即删除时,移除Data并移除索引(也有count为0,不删除的情况,就走else的逻辑)
  391. // if (itemInfo.count.Value == 0 && zeroDel)
  392. // {
  393. // playerData.ItemListData.RemoveAt(index);
  394. // itemIndexMap.Remove(itemInfo.guid);
  395. // }
  396. // else
  397. // {
  398. // // 快速找到索引,直接修改
  399. // playerData.ItemListData[index] = itemInfo.ToItemData();
  400. // }
  401. // 快速找到索引,直接修改
  402. playerData.ItemListData[index] = itemInfo.ToItemData();
  403. }
  404. else
  405. {
  406. foreach (ItemData itemData in playerData.ItemListData)
  407. {
  408. if (itemData.guid == itemInfo.guid)
  409. {
  410. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  411. }
  412. }
  413. // 添加新数据并更新索引表
  414. playerData.ItemListData.Add(itemInfo.ToItemData());
  415. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  416. }
  417. if (now)
  418. {
  419. SavePlayerData();
  420. }
  421. }
  422. // public void SaveEqGUID()
  423. // {
  424. // SavePlayerData();
  425. // }
  426. /// <summary>
  427. /// 清除空数据,重建索引
  428. /// </summary>
  429. private void CleanEmptyData()
  430. {
  431. // 从后往前遍历,这样删除元素,可以边循环,边删除
  432. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  433. {
  434. // string ss = "";
  435. ItemData itemData = playerData.ItemListData[i];
  436. if (itemData.itemCount == 0)
  437. {
  438. //不是装备,删除
  439. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  440. {
  441. playerData.ItemListData.RemoveAt(i);
  442. // ss = "删除道具:" + itemData.guid;
  443. }
  444. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  445. {
  446. // ss = "删除装备:" + itemData.guid;
  447. playerData.ItemListData.RemoveAt(i);
  448. }
  449. // LogTool.Log(ss);
  450. }
  451. }
  452. RestoreIndexMap();
  453. }
  454. public void SavePlayerData(bool clean = false)
  455. {
  456. if (clean)
  457. {
  458. CleanEmptyData();
  459. }
  460. if (!string.IsNullOrEmpty(persistentDataPath))
  461. {
  462. string playerSettingJson = JsonManager.ToJson(playerData);
  463. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  464. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  465. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  466. #else
  467. File.WriteAllText(persistentDataPath, playerSettingJson);
  468. #endif
  469. }
  470. }
  471. public void DeleteFile(string filePath)
  472. {
  473. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  474. playerData = new PlayerData();
  475. SavePlayerData();
  476. ClearInitPlayerData();
  477. #else
  478. if (File.Exists(filePath))
  479. {
  480. File.Delete(filePath); // 删除文件
  481. LogTool.Log($"文件已删除:{filePath}");
  482. }
  483. else
  484. {
  485. LogTool.Log($"文件不存在:{filePath}");
  486. }
  487. #endif
  488. }
  489. /// <summary>
  490. /// 不要服务器的话,这里初始化玩家的起始数据
  491. /// </summary>
  492. public void ClearInitPlayerData()
  493. {
  494. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID, 0);
  495. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  496. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID, 0);
  497. playerData.ItemListData.Add(coin);
  498. playerData.ItemListData.Add(diamond);
  499. playerData.ItemListData.Add(heroExp);
  500. // DaoYouData daoYouData = new DaoYouData();
  501. // daoYouData.id = 1;
  502. // daoYouData.favorabilityLv = 1;
  503. // playerData.daoYouDatas.Add(daoYouData);
  504. //测试道具
  505. playerData.ItemListData.Add(new ItemData(1201, 10));
  506. playerData.ItemListData.Add(new ItemData(1202, 10));
  507. playerData.ItemListData.Add(new ItemData(1301, 10));
  508. playerData.ItemListData.Add(new ItemData(1302, 10));
  509. playerData.ItemListData.Add(new ItemData(1303, 10));
  510. playerData.ItemListData.Add(new ItemData(1304, 10));
  511. //
  512. playerData.ItemListData.Add(new ItemData(1401, 10));
  513. playerData.ItemListData.Add(new ItemData(1402, 10));
  514. playerData.ItemListData.Add(new ItemData(1403, 10));
  515. playerData.ItemListData.Add(new ItemData(1404, 10));
  516. playerData.ItemListData.Add(new ItemData(1601, 10));
  517. playerData.ItemListData.Add(new ItemData(21012, 10));
  518. playerData.ItemListData.Add(new ItemData(21013, 10));
  519. playerData.ItemListData.Add(new ItemData(21001, 10));
  520. playerData.ItemListData.Add(new ItemData(21002, 10));
  521. playerData.ItemListData.Add(new ItemData(21003, 10));
  522. // var allSkill = new[] { 1101};
  523. // foreach (var i in allSkill)
  524. // {
  525. // SkillData skillData = new SkillData();
  526. // skillData.id = i;
  527. // skillData.star = 1;
  528. // skillData.level = 1;
  529. // skillData.useIndex = -1;
  530. // playerData.AllSkillDatas.Add(skillData);
  531. // }
  532. //添加所有测试法宝和功法
  533. List<SkillConfig> fabaoPowerupConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  534. List<SkillConfig> gongfa = fabaoPowerupConfigs.Where(s => s.SkillType == 1 || s.SkillType == 2).ToList();
  535. var fanappower = gongfa.GroupBy(f => f.IDGroup).Select(g => new { config = g.OrderBy(f => f.ID).FirstOrDefault() }).ToList();
  536. foreach (var x1 in fanappower)
  537. {
  538. SkillData skillData = new SkillData();
  539. skillData.id = x1.config.IDGroup;
  540. skillData.star = 1;
  541. skillData.level = 1;
  542. skillData.useIndex = -1;
  543. playerData.AllSkillDatas.Add(skillData);
  544. }
  545. FabaoConfig[] fabaoConfig = ConfigComponent.Instance.GetAll<FabaoConfig>();
  546. foreach (var i in fabaoConfig)
  547. {
  548. FaBaoData faaData = new FaBaoData();
  549. faaData.id = i.ID;
  550. faaData.level = 1;
  551. faaData.useIndex = -1;
  552. playerData.AllFaBaoDatas.Add(faaData);
  553. }
  554. HeroData heroData = new HeroData();
  555. playerData.heroData = heroData;
  556. heroData.heroModelId = 101;
  557. heroData.heroPowerId = 1;
  558. heroData.upTime = TimeHelper.ClientNow();
  559. //添加第一关
  560. PlacesData placesData = new PlacesData();
  561. placesData.id = 1;
  562. playerData.placesDatas.Add(placesData);
  563. SavePlayerData();
  564. }
  565. [System.Serializable]
  566. public class HeroData
  567. {
  568. /// <summary>
  569. /// 英雄基础信息
  570. /// </summary>
  571. public int heroModelId;
  572. /// <summary>
  573. /// 英雄等级
  574. /// </summary>
  575. public int heroPowerId;
  576. public float exp;
  577. public long upTime;
  578. public bool isCombat;
  579. public int TaoismSkillId;
  580. public List<int> ImmortalBond = new List<int>();
  581. }
  582. [System.Serializable]
  583. public class ItemData
  584. {
  585. public int itemId;
  586. public long itemCount;
  587. public string guid;
  588. public EqData eqData;
  589. public ItemData(int itemId, long itemCount = 0, string guid = "")
  590. {
  591. this.itemId = itemId;
  592. this.itemCount = itemCount;
  593. if (string.IsNullOrEmpty(guid))
  594. {
  595. this.guid = itemId.ToString();
  596. }
  597. else
  598. {
  599. this.guid = guid;
  600. }
  601. // eqData = null;
  602. }
  603. }
  604. /// <summary>
  605. /// 装备数据
  606. /// </summary>
  607. [System.Serializable]
  608. public class EqData
  609. {
  610. // public string guid;
  611. // public int count;
  612. /// <summary>
  613. /// HeroBasicEquipConfig ID
  614. /// </summary>
  615. public int zyEqId;
  616. // public int dropLv;
  617. public int quality;
  618. /// <summary>
  619. /// 是否穿了(职业装备)
  620. /// </summary>
  621. public bool isEquip;
  622. // /// <summary>
  623. // /// 穿在哪个职业身上
  624. // /// </summary>
  625. // public int zy;
  626. }
  627. }