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 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. /// <summary>
  101. /// 挂机掉落了多少时间
  102. /// </summary>
  103. public int QiankundaiDropTimer;
  104. /// <summary>
  105. /// 领取挂机每日掉落时间
  106. /// </summary>
  107. public long QiankundaiLingQuDailyDropTime;
  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. /// 商店数据
  232. /// </summary>
  233. [System.Serializable]
  234. public class ShopData
  235. {
  236. public int id;
  237. public List<ShopItem> shopItemList = new List<ShopItem>();
  238. // 商店刷新时间
  239. public long refreshTime = 0;
  240. }
  241. [System.Serializable]
  242. public class ShopItem
  243. {
  244. // 商品ID
  245. public int id;
  246. // 商品购买次数
  247. public int buyCount = 0;
  248. // 商品结束时间
  249. public long endTime = -1;
  250. }
  251. [System.Serializable]
  252. public class FaBaoData
  253. {
  254. public int id;
  255. public int level;
  256. public int useIndex;
  257. }
  258. [System.Serializable]
  259. public class SkillData
  260. {
  261. public int id;
  262. public int level;
  263. public int star;
  264. public int useIndex;
  265. }
  266. [System.Serializable]
  267. public class EventData
  268. {
  269. public int eventID;
  270. //完成cishu
  271. public int completeCount = 0;
  272. }
  273. /// <summary>
  274. /// 刷出来的事件列表
  275. /// </summary>
  276. [System.Serializable]
  277. public class EventLinkData
  278. {
  279. public int eventLinkId;
  280. public int eventId;
  281. /// <summary>
  282. /// 事件监听列表
  283. /// </summary>
  284. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  285. }
  286. /// <summary>
  287. /// 刷出来的事件列表
  288. /// </summary>
  289. [System.Serializable]
  290. public class EventConditionData
  291. {
  292. public int eventId;
  293. public int eventCondition;
  294. public int fishCount;
  295. }
  296. /// <summary>
  297. /// 刷出来的事件列表
  298. /// </summary>
  299. [System.Serializable]
  300. public class EventList
  301. {
  302. public int guid;
  303. public int eventID;
  304. public List<ItemData> itemInfos = new List<ItemData>();
  305. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  306. public List<int> selectEventLinkIds = new List<int>();
  307. public int curStep;
  308. public bool isCompleted;
  309. }
  310. /// <summary>
  311. /// 重建索引表
  312. /// 主要给道具用,比较多,调用频繁
  313. /// </summary>
  314. private void RestoreIndexMap()
  315. {
  316. itemIndexMap.Clear();
  317. for (int i = 0; i < playerData.ItemListData.Count; i++)
  318. {
  319. itemIndexMap[playerData.ItemListData[i].guid] = i;
  320. }
  321. }
  322. /// <summary>
  323. /// 加载玩家数据,一切数据:从这里开始
  324. /// </summary>
  325. public void LoadPlayerData()
  326. {
  327. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  328. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  329. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  330. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  331. {
  332. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  333. playerData = new PlayerData();
  334. JsonUtility.FromJsonOverwrite(data, playerData);
  335. }
  336. else
  337. {
  338. ClearInitPlayerData();
  339. SavePlayerData();
  340. }
  341. #else
  342. if (!File.Exists(persistentDataPath))
  343. {
  344. LogTool.Log("没有文件: " + persistentDataPath);
  345. ClearInitPlayerData();
  346. // File.Create(persistentDataPath).Close();
  347. }
  348. LogTool.Log("读取=文件: " + persistentDataPath);
  349. StreamReader sr = File.OpenText(persistentDataPath);
  350. string data = sr.ReadToEnd();
  351. sr.Close();
  352. playerData = new PlayerData();
  353. JsonUtility.FromJsonOverwrite(data, playerData);
  354. #endif
  355. //初始化索引
  356. RestoreIndexMap();
  357. }
  358. private int lastHeroIdx = 0;
  359. private int lastItemIdx = 0;
  360. /// <summary>
  361. /// 保存item数据
  362. /// </summary>
  363. /// <param name="itemInfo"></param>
  364. /// <param name="now">是否立即保存</param>
  365. /// <param name="zeroDel">count为0时,是否删除</param>
  366. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  367. {
  368. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  369. {
  370. //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)
  371. // if (itemInfo.count.Value == 0 && zeroDel)
  372. // {
  373. // playerData.ItemListData.RemoveAt(index);
  374. // itemIndexMap.Remove(itemInfo.guid);
  375. // }
  376. // else
  377. // {
  378. // // 快速找到索引,直接修改
  379. // playerData.ItemListData[index] = itemInfo.ToItemData();
  380. // }
  381. // 快速找到索引,直接修改
  382. playerData.ItemListData[index] = itemInfo.ToItemData();
  383. }
  384. else
  385. {
  386. foreach (ItemData itemData in playerData.ItemListData)
  387. {
  388. if (itemData.guid == itemInfo.guid)
  389. {
  390. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  391. }
  392. }
  393. // 添加新数据并更新索引表
  394. playerData.ItemListData.Add(itemInfo.ToItemData());
  395. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  396. }
  397. if (now)
  398. {
  399. SavePlayerData();
  400. }
  401. }
  402. // public void SaveEqGUID()
  403. // {
  404. // SavePlayerData();
  405. // }
  406. /// <summary>
  407. /// 清除空数据,重建索引
  408. /// </summary>
  409. private void CleanEmptyData()
  410. {
  411. // 从后往前遍历,这样删除元素,可以边循环,边删除
  412. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  413. {
  414. // string ss = "";
  415. ItemData itemData = playerData.ItemListData[i];
  416. if (itemData.itemCount == 0)
  417. {
  418. //不是装备,删除
  419. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  420. {
  421. playerData.ItemListData.RemoveAt(i);
  422. // ss = "删除道具:" + itemData.guid;
  423. }
  424. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  425. {
  426. // ss = "删除装备:" + itemData.guid;
  427. playerData.ItemListData.RemoveAt(i);
  428. }
  429. // LogTool.Log(ss);
  430. }
  431. }
  432. RestoreIndexMap();
  433. }
  434. public void SavePlayerData(bool clean = false)
  435. {
  436. if (clean)
  437. {
  438. CleanEmptyData();
  439. }
  440. if (!string.IsNullOrEmpty(persistentDataPath))
  441. {
  442. string playerSettingJson = JsonManager.ToJson(playerData);
  443. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  444. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  445. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  446. #else
  447. File.WriteAllText(persistentDataPath, playerSettingJson);
  448. #endif
  449. }
  450. }
  451. public void DeleteFile(string filePath)
  452. {
  453. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  454. playerData = new PlayerData();
  455. SavePlayerData();
  456. ClearInitPlayerData();
  457. #else
  458. if (File.Exists(filePath))
  459. {
  460. File.Delete(filePath); // 删除文件
  461. LogTool.Log($"文件已删除:{filePath}");
  462. }
  463. else
  464. {
  465. LogTool.Log($"文件不存在:{filePath}");
  466. }
  467. #endif
  468. }
  469. /// <summary>
  470. /// 不要服务器的话,这里初始化玩家的起始数据
  471. /// </summary>
  472. public void ClearInitPlayerData()
  473. {
  474. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID, 0);
  475. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  476. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID, 0);
  477. playerData.ItemListData.Add(coin);
  478. playerData.ItemListData.Add(diamond);
  479. playerData.ItemListData.Add(heroExp);
  480. // DaoYouData daoYouData = new DaoYouData();
  481. // daoYouData.id = 1;
  482. // daoYouData.favorabilityLv = 1;
  483. // playerData.daoYouDatas.Add(daoYouData);
  484. //测试道具
  485. playerData.ItemListData.Add(new ItemData(1201, 10));
  486. playerData.ItemListData.Add(new ItemData(1202, 10));
  487. playerData.ItemListData.Add(new ItemData(1301, 10));
  488. playerData.ItemListData.Add(new ItemData(1302, 10));
  489. playerData.ItemListData.Add(new ItemData(1303, 10));
  490. playerData.ItemListData.Add(new ItemData(1304, 10));
  491. //
  492. playerData.ItemListData.Add(new ItemData(1401, 10));
  493. playerData.ItemListData.Add(new ItemData(1402, 10));
  494. playerData.ItemListData.Add(new ItemData(1403, 10));
  495. playerData.ItemListData.Add(new ItemData(1404, 10));
  496. playerData.ItemListData.Add(new ItemData(1601, 10));
  497. playerData.ItemListData.Add(new ItemData(21012, 10));
  498. playerData.ItemListData.Add(new ItemData(21013, 10));
  499. playerData.ItemListData.Add(new ItemData(21001, 10));
  500. playerData.ItemListData.Add(new ItemData(21002, 10));
  501. playerData.ItemListData.Add(new ItemData(21003, 10));
  502. // var allSkill = new[] { 1101};
  503. // foreach (var i in allSkill)
  504. // {
  505. // SkillData skillData = new SkillData();
  506. // skillData.id = i;
  507. // skillData.star = 1;
  508. // skillData.level = 1;
  509. // skillData.useIndex = -1;
  510. // playerData.AllSkillDatas.Add(skillData);
  511. // }
  512. //添加所有测试法宝和功法
  513. List<SkillConfig> fabaoPowerupConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  514. List<SkillConfig> gongfa = fabaoPowerupConfigs.Where(s => s.SkillType == 1 || s.SkillType == 2).ToList();
  515. var fanappower = gongfa.GroupBy(f => f.IDGroup).Select(g => new { config = g.OrderBy(f => f.ID).FirstOrDefault() }).ToList();
  516. foreach (var x1 in fanappower)
  517. {
  518. SkillData skillData = new SkillData();
  519. skillData.id = x1.config.IDGroup;
  520. skillData.star = 1;
  521. skillData.level = 1;
  522. skillData.useIndex = -1;
  523. playerData.AllSkillDatas.Add(skillData);
  524. }
  525. FabaoConfig[] fabaoConfig = ConfigComponent.Instance.GetAll<FabaoConfig>();
  526. foreach (var i in fabaoConfig)
  527. {
  528. FaBaoData faaData = new FaBaoData();
  529. faaData.id = i.ID;
  530. faaData.level = 1;
  531. faaData.useIndex = -1;
  532. playerData.AllFaBaoDatas.Add(faaData);
  533. }
  534. HeroData heroData = new HeroData();
  535. playerData.heroData = heroData;
  536. heroData.heroModelId = 101;
  537. heroData.heroPowerId = 1;
  538. heroData.upTime = TimeHelper.ClientNow();
  539. //添加第一关
  540. PlacesData placesData = new PlacesData();
  541. placesData.id = 1;
  542. playerData.placesDatas.Add(placesData);
  543. SavePlayerData();
  544. }
  545. [System.Serializable]
  546. public class HeroData
  547. {
  548. /// <summary>
  549. /// 英雄基础信息
  550. /// </summary>
  551. public int heroModelId;
  552. /// <summary>
  553. /// 英雄等级
  554. /// </summary>
  555. public int heroPowerId;
  556. public float exp;
  557. public long upTime;
  558. public bool isCombat;
  559. public int TaoismSkillId;
  560. public List<int> ImmortalBond = new List<int>();
  561. }
  562. [System.Serializable]
  563. public class ItemData
  564. {
  565. public int itemId;
  566. public long itemCount;
  567. public string guid;
  568. public EqData eqData;
  569. public ItemData(int itemId, long itemCount = 0, string guid = "")
  570. {
  571. this.itemId = itemId;
  572. this.itemCount = itemCount;
  573. if (string.IsNullOrEmpty(guid))
  574. {
  575. this.guid = itemId.ToString();
  576. }
  577. else
  578. {
  579. this.guid = guid;
  580. }
  581. // eqData = null;
  582. }
  583. }
  584. /// <summary>
  585. /// 装备数据
  586. /// </summary>
  587. [System.Serializable]
  588. public class EqData
  589. {
  590. // public string guid;
  591. // public int count;
  592. /// <summary>
  593. /// HeroBasicEquipConfig ID
  594. /// </summary>
  595. public int zyEqId;
  596. // public int dropLv;
  597. public int quality;
  598. /// <summary>
  599. /// 是否穿了(职业装备)
  600. /// </summary>
  601. public bool isEquip;
  602. // /// <summary>
  603. // /// 穿在哪个职业身上
  604. // /// </summary>
  605. // public int zy;
  606. }
  607. }