AccountFileInfo.cs 19 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 HeroData yindaoHeroData;
  57. public int CurrentZuiZhongEventListId;
  58. public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
  59. public List<DaoYouGuaiJiData> daoYouGuaiJiDatas = new List<DaoYouGuaiJiData>();
  60. /// <summary>
  61. /// 道具信息
  62. /// </summary>
  63. public List<ItemData> ItemListData = new List<ItemData>();
  64. //地图区域数据
  65. public List<PlacesData> placesDatas = new List<PlacesData>();
  66. //小地图数据
  67. public List<SmallPlacesData> smallPlacesDatas = new List<SmallPlacesData>();
  68. /// <summary>
  69. /// 商店数据
  70. /// </summary>
  71. public List<ShopData> shopDatas = new List<ShopData>();
  72. /// <summary>
  73. /// 功法数据
  74. /// </summary>
  75. public List<SkillData> AllSkillDatas = new List<SkillData>();
  76. /// <summary>
  77. /// 法宝数据
  78. /// </summary>
  79. public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
  80. /// <summary>
  81. /// 完成的事件
  82. /// </summary>
  83. public List<EventList> completeEvents = new List<EventList>();
  84. /// <summary>
  85. /// 背包里的事件
  86. ///
  87. /// </summary>
  88. public List<EventList> eventList = new List<EventList>();
  89. public List<SentimentData> SentimentDatas = new List<SentimentData>();
  90. //塔数据
  91. public List<TowerData> TowerDatas = new List<TowerData>();
  92. //掉落数据
  93. public List<QiankundaiData> QiankundaiDatas = new List<QiankundaiData>();
  94. public List<ItemData> QiankundaiItemDatas = new List<ItemData>();
  95. //招募数据
  96. public List<SummonData> SummonDatas = new List<SummonData>();
  97. /// <summary>
  98. /// 挂机掉落了多少时间
  99. /// </summary>
  100. public int QiankundaiDropTimer;
  101. /// <summary>
  102. /// 领取挂机每日掉落时间
  103. /// </summary>
  104. public long QiankundaiLingQuDailyDropTime;
  105. public long ExitTime;
  106. public bool boxFree;
  107. public bool isTiggerPlot;
  108. }
  109. public class QiankundaiData
  110. {
  111. public int id;
  112. public long refenceTime;
  113. public int dropCount;
  114. public int dropTime;
  115. }
  116. /// <summary>
  117. /// 塔数据
  118. /// </summary>
  119. [System.Serializable]
  120. public class TowerData
  121. {
  122. public int id;
  123. public List<TowerLevelData> towerLevelDatas = new List<TowerLevelData>();
  124. public int GetMaxUlockid()
  125. {
  126. int id = 0;
  127. TowerConfig towerConfig = ConfigComponent.Instance.Get<TowerConfig>(this.id);
  128. List<TowerInfoConfig> towerInfoConfigs = ConfigComponent.Instance.GetAll<TowerInfoConfig>().ToList();
  129. var configs = towerInfoConfigs.Where(c => c.groupId == towerConfig.towerinfoIdGroup).ToList();
  130. foreach (var towerInfoConfig in configs)
  131. {
  132. var lastTowerLevelData = towerLevelDatas.FirstOrDefault(td => td.id == towerInfoConfig.ID - 1);
  133. if ((lastTowerLevelData != null &&
  134. lastTowerLevelData.finish) ||
  135. towerInfoConfig.level == 1)
  136. {
  137. if (towerInfoConfig.ID > id)
  138. {
  139. id = towerInfoConfig.ID;
  140. }
  141. }
  142. }
  143. return id;
  144. }
  145. }
  146. /// <summary>
  147. /// 塔层数据
  148. /// </summary>
  149. [System.Serializable]
  150. public class TowerLevelData
  151. {
  152. public int id;
  153. public bool finish;
  154. public bool reward;
  155. }
  156. /// <summary>
  157. /// 心境数据
  158. /// </summary>
  159. [System.Serializable]
  160. public class SentimentData
  161. {
  162. public int id;
  163. //主属性
  164. public SentimentProperty mainSentiment;
  165. public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
  166. }
  167. /// <summary>
  168. /// 心境属性
  169. /// </summary>
  170. [System.Serializable]
  171. public class SentimentProperty
  172. {
  173. // 属性类别
  174. public int groupId;
  175. // 词条档位
  176. public int level = 0;
  177. }
  178. [System.Serializable]
  179. public class DaoYouGuaiJiData
  180. {
  181. public long leaveTime;
  182. public long guajiTime;
  183. public bool isLeave;
  184. public List<ItemData> items = new List<ItemData>();
  185. public int daoyouDataID;
  186. }
  187. /// <summary>
  188. /// 道友数据
  189. /// </summary>
  190. [System.Serializable]
  191. public class DaoYouData
  192. {
  193. public int id;
  194. /// <summary>
  195. /// 喜爱礼物
  196. /// </summary>
  197. public List<int> loveIds = new List<int>();
  198. /// <summary>
  199. /// 好感等级
  200. /// </summary>
  201. public int favorabilityLv;
  202. /// <summary>
  203. /// 经验
  204. /// </summary>
  205. public int exp;
  206. /// <summary>
  207. /// 已经领取奖励的好感等级
  208. /// </summary>
  209. public List<int> awardLevels = new List<int>();
  210. /// <summary>
  211. /// 心情
  212. /// </summary>
  213. public int emotion;
  214. /// <summary>
  215. /// 心情刷新时间
  216. /// </summary>
  217. public long emotionTime;
  218. //心情值
  219. public int emotionValue;
  220. }
  221. //地图区域数据
  222. [System.Serializable]
  223. public class PlacesData
  224. {
  225. //区域Id
  226. public int id;
  227. //地图进度
  228. public int progress;
  229. }
  230. /// <summary>
  231. /// 小地图数据
  232. /// </summary>
  233. [System.Serializable]
  234. public class SmallPlacesData
  235. {
  236. public int id;
  237. public int completionEventCount;
  238. }
  239. /// <summary>
  240. /// 商店数据
  241. /// </summary>
  242. [System.Serializable]
  243. public class ShopData
  244. {
  245. public int id;
  246. public List<ShopItem> shopItemList = new List<ShopItem>();
  247. // 商店刷新时间
  248. public long refreshTime = 0;
  249. }
  250. [System.Serializable]
  251. public class ShopItem
  252. {
  253. // 商品ID
  254. public int id;
  255. // 商品购买次数
  256. public int buyCount = 0;
  257. // 商品结束时间
  258. public long endTime = -1;
  259. }
  260. [System.Serializable]
  261. public class FaBaoData
  262. {
  263. public int id;
  264. public int level;
  265. public int useIndex;
  266. }
  267. [System.Serializable]
  268. public class SkillData
  269. {
  270. public int id;
  271. public int level;
  272. public int star;
  273. public int useIndex;
  274. }
  275. [System.Serializable]
  276. public class EventData
  277. {
  278. public int eventID;
  279. //完成cishu
  280. public int completeCount = 0;
  281. }
  282. /// <summary>
  283. /// 刷出来的事件列表
  284. /// </summary>
  285. [System.Serializable]
  286. public class EventLinkData
  287. {
  288. public int eventLinkId;
  289. public int eventId;
  290. /// <summary>
  291. /// 事件监听列表
  292. /// </summary>
  293. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  294. }
  295. /// <summary>
  296. /// 刷出来的事件列表
  297. /// </summary>
  298. [System.Serializable]
  299. public class EventConditionData
  300. {
  301. public int eventId;
  302. public int eventCondition;
  303. public int fishCount;
  304. }
  305. /// <summary>
  306. /// 刷出来的事件列表
  307. /// </summary>
  308. [System.Serializable]
  309. public class EventList
  310. {
  311. public int guid;
  312. public int eventID;
  313. public int heroLevel;
  314. public List<ItemData> itemInfos = new List<ItemData>();
  315. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  316. public List<int> selectEventLinkIds = new List<int>();
  317. public int curStep;
  318. public bool isCompleted;
  319. }
  320. [System.Serializable]
  321. public class SummonData
  322. {
  323. // 招募ID
  324. public int id;
  325. //免费招募次数
  326. public int oneFreeCount;
  327. //下一次免费招募时间
  328. public long nextOneFreeTime;
  329. //十连招募次数
  330. public int tenFreeCount;
  331. //下一次十连招募时间
  332. public long nextTenFreeTime;
  333. public int onePayCount;
  334. public int tenPayCount;
  335. //保底次数
  336. public int baodiCount1;
  337. public int baodiCount2;
  338. // 存储最近几次十连抽的结果
  339. public List<List<int>> drawHistory = new List<List<int>>();
  340. public int score;
  341. public List<SummonSocreData> summonSocreData = new List<SummonSocreData>();
  342. public bool isSummonSocre;
  343. }
  344. [System.Serializable]
  345. public class SummonSocreData
  346. {
  347. public int id;
  348. public int count;
  349. }
  350. /// <summary>
  351. /// 重建索引表
  352. /// 主要给道具用,比较多,调用频繁
  353. /// </summary>
  354. private void RestoreIndexMap()
  355. {
  356. itemIndexMap.Clear();
  357. for (int i = 0; i < playerData.ItemListData.Count; i++)
  358. {
  359. itemIndexMap[playerData.ItemListData[i].guid] = i;
  360. }
  361. }
  362. /// <summary>
  363. /// 加载玩家数据,一切数据:从这里开始
  364. /// </summary>
  365. public void LoadPlayerData()
  366. {
  367. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  368. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  369. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  370. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  371. {
  372. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  373. playerData = new PlayerData();
  374. JsonUtility.FromJsonOverwrite(data, playerData);
  375. }
  376. else
  377. {
  378. ClearInitPlayerData();
  379. SavePlayerData();
  380. }
  381. #else
  382. if (!File.Exists(persistentDataPath))
  383. {
  384. LogTool.Log("没有文件: " + persistentDataPath);
  385. ClearInitPlayerData();
  386. // File.Create(persistentDataPath).Close();
  387. }
  388. LogTool.Log("读取=文件: " + persistentDataPath);
  389. StreamReader sr = File.OpenText(persistentDataPath);
  390. string data = sr.ReadToEnd();
  391. sr.Close();
  392. playerData = new PlayerData();
  393. JsonUtility.FromJsonOverwrite(data, playerData);
  394. #endif
  395. //初始化索引
  396. RestoreIndexMap();
  397. }
  398. private int lastHeroIdx = 0;
  399. private int lastItemIdx = 0;
  400. /// <summary>
  401. /// 保存item数据
  402. /// </summary>
  403. /// <param name="itemInfo"></param>
  404. /// <param name="now">是否立即保存</param>
  405. /// <param name="zeroDel">count为0时,是否删除</param>
  406. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  407. {
  408. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  409. {
  410. //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)
  411. // if (itemInfo.count.Value == 0 && zeroDel)
  412. // {
  413. // playerData.ItemListData.RemoveAt(index);
  414. // itemIndexMap.Remove(itemInfo.guid);
  415. // }
  416. // else
  417. // {
  418. // // 快速找到索引,直接修改
  419. // playerData.ItemListData[index] = itemInfo.ToItemData();
  420. // }
  421. // 快速找到索引,直接修改
  422. playerData.ItemListData[index] = itemInfo.ToItemData();
  423. }
  424. else
  425. {
  426. foreach (ItemData itemData in playerData.ItemListData)
  427. {
  428. if (itemData.guid == itemInfo.guid)
  429. {
  430. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  431. }
  432. }
  433. // 添加新数据并更新索引表
  434. playerData.ItemListData.Add(itemInfo.ToItemData());
  435. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  436. }
  437. if (now)
  438. {
  439. SavePlayerData();
  440. }
  441. }
  442. // public void SaveEqGUID()
  443. // {
  444. // SavePlayerData();
  445. // }
  446. /// <summary>
  447. /// 清除空数据,重建索引
  448. /// </summary>
  449. private void CleanEmptyData()
  450. {
  451. // 从后往前遍历,这样删除元素,可以边循环,边删除
  452. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  453. {
  454. // string ss = "";
  455. ItemData itemData = playerData.ItemListData[i];
  456. if (itemData.itemCount == 0)
  457. {
  458. //不是装备,删除
  459. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  460. {
  461. playerData.ItemListData.RemoveAt(i);
  462. // ss = "删除道具:" + itemData.guid;
  463. }
  464. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  465. {
  466. // ss = "删除装备:" + itemData.guid;
  467. playerData.ItemListData.RemoveAt(i);
  468. }
  469. // LogTool.Log(ss);
  470. }
  471. }
  472. RestoreIndexMap();
  473. }
  474. public void SavePlayerData(bool clean = false)
  475. {
  476. if (clean)
  477. {
  478. CleanEmptyData();
  479. }
  480. if (!string.IsNullOrEmpty(persistentDataPath))
  481. {
  482. string playerSettingJson = JsonManager.ToJson(playerData);
  483. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  484. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  485. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  486. #else
  487. File.WriteAllText(persistentDataPath, playerSettingJson);
  488. #endif
  489. }
  490. }
  491. public void DeleteFile(string filePath)
  492. {
  493. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  494. playerData = new PlayerData();
  495. SavePlayerData();
  496. ClearInitPlayerData();
  497. #else
  498. if (File.Exists(filePath))
  499. {
  500. File.Delete(filePath); // 删除文件
  501. LogTool.Log($"文件已删除:{filePath}");
  502. }
  503. else
  504. {
  505. LogTool.Log($"文件不存在:{filePath}");
  506. }
  507. #endif
  508. }
  509. /// <summary>
  510. /// 不要服务器的话,这里初始化玩家的起始数据
  511. /// </summary>
  512. public void ClearInitPlayerData()
  513. {
  514. //初始化道具
  515. InitialPlayerConfig initialPlayerConfig = ConfigComponent.Instance.Get<InitialPlayerConfig>(1);
  516. for (var i = 0; i < initialPlayerConfig.itemId.Length; i++)
  517. {
  518. ItemData coin = new ItemData(initialPlayerConfig.itemId[i], initialPlayerConfig.itemAmount[i]);
  519. playerData.ItemListData.Add(coin);
  520. }
  521. //初始化法宝
  522. for (var i = 0; i < initialPlayerConfig.fabaoId.Length; i++)
  523. {
  524. FaBaoData faaData = new FaBaoData();
  525. faaData.id = initialPlayerConfig.fabaoId[i];
  526. faaData.level = 1;
  527. faaData.useIndex = i;
  528. playerData.AllFaBaoDatas.Add(faaData);
  529. }
  530. //初始化功法
  531. for (var i = 0; i < initialPlayerConfig.gongfaId.Length; i++)
  532. {
  533. SkillData skillData = new SkillData();
  534. skillData.id = initialPlayerConfig.gongfaId[i];
  535. skillData.star = 1;
  536. skillData.level = 1;
  537. skillData.useIndex = i;
  538. playerData.AllSkillDatas.Add(skillData);
  539. }
  540. playerData.divineSensePoint = initialPlayerConfig.shenshiPoint;
  541. //添加英雄数据
  542. HeroData heroData = new HeroData();
  543. playerData.heroData = heroData;
  544. heroData.heroModelId = 101;
  545. heroData.heroPowerId = 1;
  546. heroData.upTime = TimeHelper.ClientNow();
  547. HeroData yindaoHeroData = new HeroData();
  548. playerData.yindaoHeroData = heroData;
  549. heroData.heroModelId = 101;
  550. heroData.heroPowerId = 200;
  551. heroData.upTime = TimeHelper.ClientNow();
  552. //添加第一关地图数据
  553. PlacesData placesData = new PlacesData();
  554. placesData.id = 1;
  555. playerData.placesDatas.Add(placesData);
  556. SmallPlacesData smallPlacesData = new SmallPlacesData();
  557. smallPlacesData.id = 1;
  558. playerData.smallPlacesDatas.Add(smallPlacesData);
  559. SavePlayerData();
  560. }
  561. [System.Serializable]
  562. public class HeroData
  563. {
  564. /// <summary>
  565. /// 英雄基础信息
  566. /// </summary>
  567. public int heroModelId;
  568. /// <summary>
  569. /// 英雄等级
  570. /// </summary>
  571. public int heroPowerId;
  572. public float exp;
  573. public long upTime;
  574. public bool isCombat;
  575. public int TaoismSkillId;
  576. public List<int> ImmortalBond = new List<int>();
  577. }
  578. [System.Serializable]
  579. public class ItemData
  580. {
  581. public int itemId;
  582. public long itemCount;
  583. public string guid;
  584. public EqData eqData;
  585. public ItemData(int itemId, long itemCount = 0, string guid = "")
  586. {
  587. this.itemId = itemId;
  588. this.itemCount = itemCount;
  589. if (string.IsNullOrEmpty(guid))
  590. {
  591. this.guid = itemId.ToString();
  592. }
  593. else
  594. {
  595. this.guid = guid;
  596. }
  597. // eqData = null;
  598. }
  599. }
  600. /// <summary>
  601. /// 装备数据
  602. /// </summary>
  603. [System.Serializable]
  604. public class EqData
  605. {
  606. // public string guid;
  607. // public int count;
  608. /// <summary>
  609. /// HeroBasicEquipConfig ID
  610. /// </summary>
  611. public int zyEqId;
  612. // public int dropLv;
  613. public int quality;
  614. /// <summary>
  615. /// 是否穿了(职业装备)
  616. /// </summary>
  617. public bool isEquip;
  618. // /// <summary>
  619. // /// 穿在哪个职业身上
  620. // /// </summary>
  621. // public int zy;
  622. }
  623. }