AccountFileInfo.cs 7.1 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. /// 关卡进度
  26. /// </summary>
  27. public int levelBattle = 1;
  28. /// <summary>
  29. /// 是否全部阵亡一次
  30. /// </summary>
  31. public bool isAllHeroDie;
  32. // /// <summary>
  33. // /// 后备英雄(共享等级)
  34. // /// </summary>
  35. // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
  36. }
  37. public void LoadPlayerData()
  38. {
  39. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  40. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  41. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  42. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  43. {
  44. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  45. playerData = new PlayerData();
  46. JsonUtility.FromJsonOverwrite(data, playerData);
  47. }
  48. else
  49. {
  50. ClearInitPlayerData();
  51. SavePlayerData();
  52. }
  53. #else
  54. if (!File.Exists(persistentDataPath))
  55. {
  56. LogTool.Log("没有文件: " + persistentDataPath);
  57. ClearInitPlayerData();
  58. // File.Create(persistentDataPath).Close();
  59. }
  60. LogTool.Log("读取=文件: " + persistentDataPath);
  61. StreamReader sr = File.OpenText(persistentDataPath);
  62. string data = sr.ReadToEnd();
  63. sr.Close();
  64. playerData = new PlayerData();
  65. JsonUtility.FromJsonOverwrite(data, playerData);
  66. #endif
  67. }
  68. private int lastHeroIdx = 0;
  69. /// <summary>
  70. /// 保存英雄数据
  71. /// </summary>
  72. /// <param name="heroInfo"></param>
  73. public void SaveHeroData(HeroInfo heroInfo)
  74. {
  75. var lastHeroData = playerData.HeroListData[lastHeroIdx];
  76. if (heroInfo.modelID == lastHeroData.heroModelId)
  77. {
  78. playerData.HeroListData[lastHeroIdx] = heroInfo.ToHeroData();
  79. SavePlayerData();
  80. return;
  81. }
  82. for (int i = 0; i < playerData.HeroListData.Count; i++)
  83. {
  84. HeroData heroData = playerData.HeroListData[i];
  85. if (heroData.heroModelId == heroInfo.modelID)
  86. {
  87. playerData.HeroListData[i] = heroInfo.ToHeroData();
  88. //存下来,用于快速查找
  89. lastHeroIdx = i;
  90. SavePlayerData();
  91. return;
  92. }
  93. }
  94. }
  95. private int lastItemIdx = 0;
  96. /// <summary>
  97. /// 保存item数据
  98. /// </summary>
  99. /// <param name="itemInfo"></param>
  100. public void SaveItemData(ItemInfo itemInfo)
  101. {
  102. if (itemInfo.ID == playerData.ItemListData[lastItemIdx].itemId)
  103. {
  104. playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
  105. SavePlayerData();
  106. return;
  107. }
  108. for (int i = 0; i < playerData.ItemListData.Count; i++)
  109. {
  110. ItemData itemData = playerData.ItemListData[i];
  111. if (itemData.itemId == itemInfo.ID)
  112. {
  113. playerData.ItemListData[i] = itemInfo.ToItemData();
  114. //存下来,用于快速查找
  115. lastItemIdx = i;
  116. SavePlayerData();
  117. return;
  118. }
  119. }
  120. }
  121. public void SavePlayerData()
  122. {
  123. if (!string.IsNullOrEmpty(persistentDataPath))
  124. {
  125. string playerSettingJson = JsonManager.ToJson(playerData);
  126. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  127. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  128. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  129. #else
  130. File.WriteAllText(persistentDataPath, playerSettingJson);
  131. #endif
  132. }
  133. }
  134. public void DeleteFile(string filePath)
  135. {
  136. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  137. playerData = new PlayerData();
  138. SavePlayerData();
  139. ClearInitPlayerData();
  140. #else
  141. if (File.Exists(filePath))
  142. {
  143. File.Delete(filePath); // 删除文件
  144. LogTool.Log($"文件已删除:{filePath}");
  145. }
  146. else
  147. {
  148. LogTool.Log($"文件不存在:{filePath}");
  149. }
  150. #endif
  151. }
  152. /// <summary>
  153. /// 不要服务器的话,这里初始化玩家的起始数据
  154. /// </summary>
  155. public void ClearInitPlayerData()
  156. {
  157. ItemData coin = new ItemData()
  158. {
  159. itemId = GlobalParam.Item_Coin_ID,
  160. itemCount = 0,
  161. };
  162. ItemData diamond = new ItemData()
  163. {
  164. itemId = GlobalParam.Item_Diamond_ID,
  165. itemCount = 0,
  166. };
  167. ItemData heroExp = new ItemData()
  168. {
  169. itemId = GlobalParam.Item_HeroExp_ID,
  170. itemCount = 0,
  171. };
  172. playerData.ItemListData.Add(coin);
  173. playerData.ItemListData.Add(diamond);
  174. playerData.ItemListData.Add(heroExp);
  175. HeroData heroData1 = new HeroData
  176. {
  177. heroModelId = 105,
  178. heroPowerId = 1,
  179. heroPromoteId = 3,
  180. isLead = true,
  181. };
  182. HeroData heroData2 = new HeroData
  183. {
  184. heroModelId = 107,
  185. heroPowerId = 1,
  186. heroPromoteId = 3,
  187. isLead = true,
  188. };
  189. HeroData heroData3 = new HeroData
  190. {
  191. heroModelId = 116,
  192. heroPowerId = 1,
  193. heroPromoteId = 3,
  194. isLead = true,
  195. };
  196. HeroData heroData4 = new HeroData
  197. {
  198. heroModelId = 113,
  199. heroPowerId = 1,
  200. heroPromoteId = 3,
  201. isLead = true,
  202. };
  203. playerData.HeroListData.Add(heroData1);
  204. playerData.HeroListData.Add(heroData2);
  205. playerData.HeroListData.Add(heroData3);
  206. playerData.HeroListData.Add(heroData4);
  207. SavePlayerData();
  208. }
  209. [System.Serializable]
  210. public class HeroData
  211. {
  212. /// <summary>
  213. /// 英雄基础信息
  214. /// </summary>
  215. public int heroModelId;
  216. /// <summary>
  217. /// 英雄等级
  218. /// </summary>
  219. public int heroPowerId;
  220. /// <summary>
  221. /// 星级
  222. /// </summary>
  223. public int heroPromoteId;
  224. /// <summary>
  225. /// 是否为主力
  226. /// </summary>
  227. public bool isLead;
  228. }
  229. [System.Serializable]
  230. public class ItemData
  231. {
  232. public int itemId;
  233. public long itemCount;
  234. public int guid;
  235. }
  236. }