AccountFileInfo.cs 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831
  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. public string playerName = "";
  53. /// <summary>
  54. /// 英雄信息
  55. /// </summary>
  56. public HeroData heroData;
  57. public HeroData yindaoHeroData;
  58. public int CurrentZuiZhongEventListId;
  59. public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
  60. public List<DaoYouGuaiJiData> daoYouGuaiJiDatas = new List<DaoYouGuaiJiData>();
  61. /// <summary>
  62. /// 道具信息
  63. /// </summary>
  64. public List<ItemData> ItemListData = new List<ItemData>();
  65. //地图区域数据
  66. public List<PlacesData> placesDatas = new List<PlacesData>();
  67. //小地图数据
  68. public List<SmallPlacesData> smallPlacesDatas = new List<SmallPlacesData>();
  69. /// <summary>
  70. /// 商店数据
  71. /// </summary>
  72. public List<ShopData> shopDatas = new List<ShopData>();
  73. /// <summary>
  74. /// 功法数据
  75. /// </summary>
  76. public List<SkillData> AllSkillDatas = new List<SkillData>();
  77. /// <summary>
  78. /// 法宝数据
  79. /// </summary>
  80. public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
  81. /// <summary>
  82. /// 完成的事件
  83. /// </summary>
  84. public List<EventList> completeEvents = new List<EventList>();
  85. /// <summary>
  86. /// 背包里的事件
  87. ///
  88. /// </summary>
  89. public List<EventList> eventList = new List<EventList>();
  90. public List<SentimentData> SentimentDatas = new List<SentimentData>();
  91. //塔数据
  92. public List<TowerData> TowerDatas = new List<TowerData>();
  93. //掉落数据
  94. public List<QiankundaiData> QiankundaiDatas = new List<QiankundaiData>();
  95. public List<ItemData> QiankundaiItemDatas = new List<ItemData>();
  96. //招募数据
  97. public List<SummonData> SummonDatas = new List<SummonData>();
  98. public List<RedDot> RedDotDatas = new List<RedDot>();
  99. /// <summary>
  100. /// 挂机掉落了多少时间
  101. /// </summary>
  102. public int QiankundaiDropTimer;
  103. /// <summary>
  104. /// 领取挂机每日掉落时间
  105. /// </summary>
  106. public long QiankundaiLingQuDailyDropTime;
  107. /// <summary>
  108. /// 乾坤袋领取时间
  109. /// </summary>
  110. public long QiankundaiLingQuAwardTime;
  111. public long ExitTime;
  112. public bool boxFree;
  113. public bool isTiggerPlot;
  114. public int curPhase;
  115. public int curStep;
  116. public bool isForceDone = false;
  117. public bool isTriggerDone = false;
  118. public List<int> phaseKey = new List<int>();
  119. public List<int> phaseValue = new List<int>();
  120. public bool isAutoCombat;
  121. public string playerId;
  122. /// <summary>
  123. /// 今天看广告的次数
  124. /// </summary>
  125. public int todayPlayAdsCount;
  126. public bool MusicBg = true;
  127. public bool MusicEffects = true;
  128. }
  129. [System.Serializable]
  130. public class RedDot
  131. {
  132. public int id;
  133. public List<string> Params = new List<string>();
  134. }
  135. [System.Serializable]
  136. public class QiankundaiData
  137. {
  138. public int id;
  139. public long refenceTime;
  140. public int dropCount;
  141. public int dropTime;
  142. }
  143. /// <summary>
  144. /// 塔数据
  145. /// </summary>
  146. [System.Serializable]
  147. public class TowerData
  148. {
  149. public int id;
  150. public List<TowerLevelData> towerLevelDatas = new List<TowerLevelData>();
  151. public int GetMaxUlockid()
  152. {
  153. int id = 0;
  154. TowerConfig towerConfig = ConfigComponent.Instance.Get<TowerConfig>(this.id);
  155. List<TowerInfoConfig> towerInfoConfigs = ConfigComponent.Instance.GetAll<TowerInfoConfig>().ToList();
  156. var configs = towerInfoConfigs.Where(c => c.groupId == towerConfig.towerinfoIdGroup).ToList();
  157. foreach (var towerInfoConfig in configs)
  158. {
  159. var lastTowerLevelData = towerLevelDatas.FirstOrDefault(td => td.id == towerInfoConfig.ID - 1);
  160. if ((lastTowerLevelData != null &&
  161. lastTowerLevelData.finish) ||
  162. towerInfoConfig.level == 1)
  163. {
  164. if (towerInfoConfig.ID > id)
  165. {
  166. id = towerInfoConfig.ID;
  167. }
  168. }
  169. }
  170. return id;
  171. }
  172. }
  173. /// <summary>
  174. /// 塔层数据
  175. /// </summary>
  176. [System.Serializable]
  177. public class TowerLevelData
  178. {
  179. public int id;
  180. public bool finish;
  181. public bool reward;
  182. }
  183. /// <summary>
  184. /// 心境数据
  185. /// </summary>
  186. [System.Serializable]
  187. public class SentimentData
  188. {
  189. public int id;
  190. //主属性
  191. public SentimentProperty mainSentiment;
  192. public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
  193. }
  194. /// <summary>
  195. /// 心境属性
  196. /// </summary>
  197. [System.Serializable]
  198. public class SentimentProperty
  199. {
  200. // 属性类别
  201. public int groupId;
  202. // 词条档位
  203. public int level = 0;
  204. }
  205. [System.Serializable]
  206. public class DaoYouGuaiJiData
  207. {
  208. public long leaveTime;
  209. public long guajiTime;
  210. public bool isLeave;
  211. public List<ItemData> items = new List<ItemData>();
  212. public int daoyouDataID;
  213. }
  214. /// <summary>
  215. /// 道友数据
  216. /// </summary>
  217. [System.Serializable]
  218. public class DaoYouData
  219. {
  220. public int id;
  221. /// <summary>
  222. /// 喜爱礼物
  223. /// </summary>
  224. public List<int> loveIds = new List<int>();
  225. /// <summary>
  226. /// 好感等级
  227. /// </summary>
  228. public int favorabilityLv;
  229. /// <summary>
  230. /// 经验
  231. /// </summary>
  232. public float exp;
  233. /// <summary>
  234. /// 已经领取奖励的好感等级
  235. /// </summary>
  236. public List<int> awardLevels = new List<int>();
  237. /// <summary>
  238. /// 心情
  239. /// </summary>
  240. public int emotion;
  241. /// <summary>
  242. /// 心情刷新时间
  243. /// </summary>
  244. public long emotionTime;
  245. //心情值
  246. public int emotionValue;
  247. }
  248. //地图区域数据
  249. [System.Serializable]
  250. public class PlacesData
  251. {
  252. //区域Id
  253. public int id;
  254. //地图进度
  255. public int progress;
  256. }
  257. /// <summary>
  258. /// 小地图数据
  259. /// </summary>
  260. [System.Serializable]
  261. public class SmallPlacesData
  262. {
  263. public int id;
  264. public int completionEventCount;
  265. }
  266. /// <summary>
  267. /// 商店数据
  268. /// </summary>
  269. [System.Serializable]
  270. public class ShopData
  271. {
  272. public int id;
  273. public List<ShopItem> shopItemList = new List<ShopItem>();
  274. // 商店刷新时间
  275. public long refreshTime = 0;
  276. }
  277. [System.Serializable]
  278. public class ShopItem
  279. {
  280. // 商品ID
  281. public int id;
  282. // 商品购买次数
  283. public int buyCount = 0;
  284. // 商品结束时间
  285. public long endTime = -1;
  286. }
  287. [System.Serializable]
  288. public class FaBaoData
  289. {
  290. public int id;
  291. public int level;
  292. public int useIndex;
  293. }
  294. [System.Serializable]
  295. public class SkillData
  296. {
  297. public int id;
  298. public int level;
  299. public int star;
  300. public int useIndex;
  301. }
  302. [System.Serializable]
  303. public class EventData
  304. {
  305. public int eventID;
  306. //完成cishu
  307. public int completeCount = 0;
  308. }
  309. /// <summary>
  310. /// 刷出来的事件列表
  311. /// </summary>
  312. [System.Serializable]
  313. public class EventLinkData
  314. {
  315. public int eventLinkId;
  316. public int eventId;
  317. /// <summary>
  318. /// 事件监听列表
  319. /// </summary>
  320. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  321. }
  322. /// <summary>
  323. /// 刷出来的事件列表
  324. /// </summary>
  325. [System.Serializable]
  326. public class EventConditionData
  327. {
  328. public int eventId;
  329. public int eventCondition;
  330. public int fishCount;
  331. }
  332. /// <summary>
  333. /// 刷出来的事件列表
  334. /// </summary>
  335. [System.Serializable]
  336. public class EventList
  337. {
  338. public int guid;
  339. public int eventID;
  340. public int heroLevel;
  341. public List<ItemData> itemInfos = new List<ItemData>();
  342. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  343. public List<int> selectEventLinkIds = new List<int>();
  344. public int curStep;
  345. public bool isCompleted;
  346. public bool isCompleted1;
  347. }
  348. [System.Serializable]
  349. public class SummonData
  350. {
  351. // 招募ID
  352. public int id;
  353. //免费招募次数
  354. public int oneFreeCount;
  355. //下一次免费招募时间
  356. public long nextOneFreeTime;
  357. //十连招募次数
  358. public int tenFreeCount;
  359. //下一次十连招募时间
  360. public long nextTenFreeTime;
  361. public int onePayCount;
  362. public int tenPayCount;
  363. //保底次数
  364. public int baodiCount1;
  365. public int baodiCount2;
  366. // 存储最近几次十连抽的结果
  367. public List<IntList> drawHistory = new List<IntList>();
  368. public int score;
  369. public List<SummonSocreData> summonSocreData = new List<SummonSocreData>();
  370. public bool isSummonSocre;
  371. }
  372. [System.Serializable]
  373. public class IntList
  374. {
  375. public List<int> list;
  376. }
  377. [System.Serializable]
  378. public class SummonSocreData
  379. {
  380. public int id;
  381. public int currentCount;
  382. public int count;
  383. }
  384. /// <summary>
  385. /// 重建索引表
  386. /// 主要给道具用,比较多,调用频繁
  387. /// </summary>
  388. private void RestoreIndexMap()
  389. {
  390. itemIndexMap.Clear();
  391. for (int i = 0; i < playerData.ItemListData.Count; i++)
  392. {
  393. itemIndexMap[playerData.ItemListData[i].guid] = i;
  394. }
  395. }
  396. /// <summary>
  397. /// 加载玩家数据,一切数据:从这里开始
  398. /// </summary>
  399. public void LoadPlayerData()
  400. {
  401. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  402. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  403. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  404. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  405. {
  406. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  407. playerData = new PlayerData();
  408. JsonUtility.FromJsonOverwrite(data, playerData);
  409. }
  410. else
  411. {
  412. ClearInitPlayerData();
  413. SavePlayerData();
  414. }
  415. #else
  416. if (!File.Exists(persistentDataPath))
  417. {
  418. LogTool.Log("没有文件: " + persistentDataPath);
  419. ClearInitPlayerData();
  420. // File.Create(persistentDataPath).Close();
  421. }
  422. LogTool.Log("读取=文件: " + persistentDataPath);
  423. StreamReader sr = File.OpenText(persistentDataPath);
  424. string data = sr.ReadToEnd();
  425. sr.Close();
  426. playerData = new PlayerData();
  427. JsonUtility.FromJsonOverwrite(data, playerData);
  428. #endif
  429. //初始化索引
  430. RestoreIndexMap();
  431. }
  432. private int lastHeroIdx = 0;
  433. private int lastItemIdx = 0;
  434. /// <summary>
  435. /// 保存item数据
  436. /// </summary>
  437. /// <param name="itemInfo"></param>
  438. /// <param name="now">是否立即保存</param>
  439. /// <param name="zeroDel">count为0时,是否删除</param>
  440. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  441. {
  442. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  443. {
  444. //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)
  445. // if (itemInfo.count.Value == 0 && zeroDel)
  446. // {
  447. // playerData.ItemListData.RemoveAt(index);
  448. // itemIndexMap.Remove(itemInfo.guid);
  449. // }
  450. // else
  451. // {
  452. // // 快速找到索引,直接修改
  453. // playerData.ItemListData[index] = itemInfo.ToItemData();
  454. // }
  455. // 快速找到索引,直接修改
  456. playerData.ItemListData[index] = itemInfo.ToItemData();
  457. }
  458. else
  459. {
  460. foreach (ItemData itemData in playerData.ItemListData)
  461. {
  462. if (itemData.guid == itemInfo.guid)
  463. {
  464. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  465. }
  466. }
  467. // 添加新数据并更新索引表
  468. playerData.ItemListData.Add(itemInfo.ToItemData());
  469. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  470. }
  471. if (now)
  472. {
  473. SavePlayerData();
  474. }
  475. }
  476. // public void SaveEqGUID()
  477. // {
  478. // SavePlayerData();
  479. // }
  480. /// <summary>
  481. /// 清除空数据,重建索引
  482. /// </summary>
  483. private void CleanEmptyData()
  484. {
  485. // 从后往前遍历,这样删除元素,可以边循环,边删除
  486. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  487. {
  488. // string ss = "";
  489. ItemData itemData = playerData.ItemListData[i];
  490. if (itemData.itemCount == 0)
  491. {
  492. //不是装备,删除
  493. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  494. {
  495. playerData.ItemListData.RemoveAt(i);
  496. // ss = "删除道具:" + itemData.guid;
  497. }
  498. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  499. {
  500. // ss = "删除装备:" + itemData.guid;
  501. playerData.ItemListData.RemoveAt(i);
  502. }
  503. // LogTool.Log(ss);
  504. }
  505. }
  506. RestoreIndexMap();
  507. }
  508. public void SavePlayerData(bool clean = false)
  509. {
  510. if (clean)
  511. {
  512. CleanEmptyData();
  513. }
  514. if (!string.IsNullOrEmpty(persistentDataPath))
  515. {
  516. string playerSettingJson = JsonManager.ToJson(playerData);
  517. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  518. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  519. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  520. #else
  521. File.WriteAllText(persistentDataPath, playerSettingJson);
  522. #endif
  523. }
  524. }
  525. public void DeleteFile(string filePath)
  526. {
  527. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  528. playerData = new PlayerData();
  529. SavePlayerData();
  530. ClearInitPlayerData();
  531. #else
  532. if (File.Exists(filePath))
  533. {
  534. File.Delete(filePath); // 删除文件
  535. LogTool.Log($"文件已删除:{filePath}");
  536. }
  537. else
  538. {
  539. LogTool.Log($"文件不存在:{filePath}");
  540. }
  541. #endif
  542. }
  543. /// <summary>
  544. /// 不要服务器的话,这里初始化玩家的起始数据
  545. /// </summary>
  546. public void ClearInitPlayerData()
  547. {
  548. //初始化道具
  549. InitialPlayerConfig initialPlayerConfig = ConfigComponent.Instance.Get<InitialPlayerConfig>(1);
  550. for (var i = 0; i < initialPlayerConfig.itemId.Length; i++)
  551. {
  552. ItemData coin = new ItemData(initialPlayerConfig.itemId[i], initialPlayerConfig.itemAmount[i]);
  553. playerData.ItemListData.Add(coin);
  554. }
  555. //初始化法宝
  556. for (var i = 0; i < initialPlayerConfig.fabaoId.Length; i++)
  557. {
  558. FaBaoData faaData = new FaBaoData();
  559. faaData.id = initialPlayerConfig.fabaoId[i];
  560. faaData.level = 1;
  561. faaData.useIndex = i;
  562. playerData.AllFaBaoDatas.Add(faaData);
  563. }
  564. //初始化功法
  565. for (var i = 0; i < initialPlayerConfig.gongfaId.Length; i++)
  566. {
  567. SkillData skillData = new SkillData();
  568. skillData.id = initialPlayerConfig.gongfaId[i];
  569. skillData.star = 1;
  570. skillData.level = 1;
  571. if (i <= 0)
  572. {
  573. skillData.useIndex = 9;
  574. }
  575. playerData.AllSkillDatas.Add(skillData);
  576. }
  577. playerData.divineSensePoint = initialPlayerConfig.shenshiPoint;
  578. //添加英雄数据
  579. HeroData heroData = new HeroData();
  580. playerData.heroData = heroData;
  581. heroData.heroModelId = 101;
  582. heroData.heroPowerId = 1;
  583. heroData.upTime = TimeHelper.ClientNow();
  584. HeroData yindaoHeroData = new HeroData();
  585. playerData.yindaoHeroData = yindaoHeroData;
  586. yindaoHeroData.heroModelId = 101;
  587. yindaoHeroData.heroPowerId = 200;
  588. yindaoHeroData.upTime = TimeHelper.ClientNow();
  589. //添加第一关地图数据
  590. PlacesData placesData = new PlacesData();
  591. placesData.id = 1;
  592. playerData.placesDatas.Add(placesData);
  593. SmallPlacesData smallPlacesData = new SmallPlacesData();
  594. smallPlacesData.id = 1;
  595. playerData.smallPlacesDatas.Add(smallPlacesData);
  596. SavePlayerData();
  597. }
  598. [System.Serializable]
  599. public class HeroData
  600. {
  601. /// <summary>
  602. /// 英雄基础信息
  603. /// </summary>
  604. public int heroModelId;
  605. /// <summary>
  606. /// 英雄等级
  607. /// </summary>
  608. public int heroPowerId;
  609. public float exp;
  610. public long upTime;
  611. public bool isCombat;
  612. public int TaoismSkillId;
  613. public bool isYuanMan;
  614. public List<int> ImmortalBond = new List<int>();
  615. }
  616. [System.Serializable]
  617. public class ItemData
  618. {
  619. public int itemId;
  620. public long itemCount;
  621. public string guid;
  622. public EqData eqData;
  623. public ItemData(int itemId, long itemCount = 0, string guid = "")
  624. {
  625. this.itemId = itemId;
  626. this.itemCount = itemCount;
  627. if (string.IsNullOrEmpty(guid))
  628. {
  629. this.guid = itemId.ToString();
  630. }
  631. else
  632. {
  633. this.guid = guid;
  634. }
  635. // eqData = null;
  636. }
  637. }
  638. /// <summary>
  639. /// 装备数据
  640. /// </summary>
  641. [System.Serializable]
  642. public class EqData
  643. {
  644. // public string guid;
  645. // public int count;
  646. /// <summary>
  647. /// HeroBasicEquipConfig ID
  648. /// </summary>
  649. public int zyEqId;
  650. // public int dropLv;
  651. public int quality;
  652. /// <summary>
  653. /// 是否穿了(职业装备)
  654. /// </summary>
  655. public bool isEquip;
  656. // /// <summary>
  657. // /// 穿在哪个职业身上
  658. // /// </summary>
  659. // public int zy;
  660. }
  661. }