AccountFileInfo.cs 17 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 int divineSensePoint = 0;
  38. /// <summary>
  39. /// 神识经验
  40. /// </summary>
  41. public int divineSenseexp = 0;
  42. //每天刷新时间
  43. public long nextRefence;
  44. /// <summary>
  45. /// 洞府经验丹使用数量
  46. /// </summary>
  47. public int todayUseExpElixrPanelCount = 0;
  48. /// <summary>
  49. /// 英雄信息
  50. /// </summary>
  51. public HeroData heroData;
  52. public EventList CurrentZuiZhongEventList;
  53. public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
  54. /// <summary>
  55. /// 道具信息
  56. /// </summary>
  57. public List<ItemData> ItemListData = new List<ItemData>();
  58. //地图区域数据
  59. public List<PlacesData> placesDatas = new List<PlacesData>();
  60. /// <summary>
  61. /// 商店数据
  62. /// </summary>
  63. public List<ShopData> shopDatas = new List<ShopData>();
  64. /// <summary>
  65. /// 功法数据
  66. /// </summary>
  67. public List<SkillData> AllSkillDatas = new List<SkillData>();
  68. /// <summary>
  69. /// 法宝数据
  70. /// </summary>
  71. public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
  72. // /// <summary>
  73. // /// 事件链数据
  74. // /// </summary>
  75. // public List<EventLinkData> eventLinkDatas = new List<EventLinkData>();
  76. // /// <summary>
  77. // ///
  78. // /// </summary>
  79. // public List<EventConditionData> eventConditionDatas = new List<EventConditionData>();
  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. }
  91. /// <summary>
  92. /// 心境数据
  93. /// </summary>
  94. [System.Serializable]
  95. public class SentimentData
  96. {
  97. public int id;
  98. //主属性
  99. public SentimentProperty mainSentiment;
  100. public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
  101. }
  102. /// <summary>
  103. /// 心境属性
  104. /// </summary>
  105. [System.Serializable]
  106. public class SentimentProperty
  107. {
  108. // 属性类别
  109. public int groupId;
  110. // 词条档位
  111. public int level = 1;
  112. }
  113. /// <summary>
  114. /// 道友数据
  115. /// </summary>
  116. [System.Serializable]
  117. public class DaoYouData
  118. {
  119. public int id;
  120. /// <summary>
  121. /// 喜爱礼物
  122. /// </summary>
  123. public List<int> loveIds = new List<int>();
  124. /// <summary>
  125. /// 好感等级
  126. /// </summary>
  127. public int favorabilityLv;
  128. /// <summary>
  129. /// 经验
  130. /// </summary>
  131. public int exp;
  132. /// <summary>
  133. /// 已经领取奖励的好感等级
  134. /// </summary>
  135. public List<int> awardLevels = new List<int>();
  136. /// <summary>
  137. /// 心情
  138. /// </summary>
  139. public int emotion;
  140. /// <summary>
  141. /// 心情刷新时间
  142. /// </summary>
  143. public long emotionTime;
  144. //心情值
  145. public int emotionValue;
  146. }
  147. //地图区域数据
  148. [System.Serializable]
  149. public class PlacesData
  150. {
  151. //区域Id
  152. public int id;
  153. //地图进度
  154. public int progress;
  155. }
  156. /// <summary>
  157. /// 商店数据
  158. /// </summary>
  159. [System.Serializable]
  160. public class ShopData
  161. {
  162. public int id;
  163. public List<ShopItem> shopItemList = new List<ShopItem>();
  164. // 商店刷新时间
  165. public long refreshTime = 0;
  166. }
  167. [System.Serializable]
  168. public class ShopItem
  169. {
  170. // 商品ID
  171. public int id;
  172. // 商品购买次数
  173. public int buyCount = 0;
  174. // 商品结束时间
  175. public long endTime = -1;
  176. }
  177. [System.Serializable]
  178. public class FaBaoData
  179. {
  180. public int id;
  181. public int level;
  182. public int useIndex;
  183. }
  184. [System.Serializable]
  185. public class SkillData
  186. {
  187. public int id;
  188. public int level;
  189. public int star;
  190. public int useIndex;
  191. }
  192. [System.Serializable]
  193. public class EventData
  194. {
  195. public int eventID;
  196. //完成cishu
  197. public int completeCount = 0;
  198. }
  199. /// <summary>
  200. /// 刷出来的事件列表
  201. /// </summary>
  202. [System.Serializable]
  203. public class EventLinkData
  204. {
  205. public int eventLinkId;
  206. public int eventId;
  207. /// <summary>
  208. /// 事件监听列表
  209. /// </summary>
  210. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  211. }
  212. /// <summary>
  213. /// 刷出来的事件列表
  214. /// </summary>
  215. [System.Serializable]
  216. public class EventConditionData
  217. {
  218. public int eventId;
  219. public int eventCondition;
  220. public int fishCount;
  221. }
  222. /// <summary>
  223. /// 刷出来的事件列表
  224. /// </summary>
  225. [System.Serializable]
  226. public class EventList
  227. {
  228. public int guid;
  229. public int eventID;
  230. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  231. public List<int> selectEventLinkIds = new List<int>();
  232. public int curStep;
  233. public bool isCompleted;
  234. }
  235. /// <summary>
  236. /// 重建索引表
  237. /// 主要给道具用,比较多,调用频繁
  238. /// </summary>
  239. private void RestoreIndexMap()
  240. {
  241. itemIndexMap.Clear();
  242. for (int i = 0; i < playerData.ItemListData.Count; i++)
  243. {
  244. itemIndexMap[playerData.ItemListData[i].guid] = i;
  245. }
  246. }
  247. /// <summary>
  248. /// 加载玩家数据,一切数据:从这里开始
  249. /// </summary>
  250. public void LoadPlayerData()
  251. {
  252. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  253. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  254. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  255. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  256. {
  257. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  258. playerData = new PlayerData();
  259. JsonUtility.FromJsonOverwrite(data, playerData);
  260. }
  261. else
  262. {
  263. ClearInitPlayerData();
  264. SavePlayerData();
  265. }
  266. #else
  267. if (!File.Exists(persistentDataPath))
  268. {
  269. LogTool.Log("没有文件: " + persistentDataPath);
  270. ClearInitPlayerData();
  271. // File.Create(persistentDataPath).Close();
  272. }
  273. LogTool.Log("读取=文件: " + persistentDataPath);
  274. StreamReader sr = File.OpenText(persistentDataPath);
  275. string data = sr.ReadToEnd();
  276. sr.Close();
  277. playerData = new PlayerData();
  278. JsonUtility.FromJsonOverwrite(data, playerData);
  279. #endif
  280. //初始化索引
  281. RestoreIndexMap();
  282. }
  283. private int lastHeroIdx = 0;
  284. private int lastItemIdx = 0;
  285. /// <summary>
  286. /// 保存item数据
  287. /// </summary>
  288. /// <param name="itemInfo"></param>
  289. /// <param name="now">是否立即保存</param>
  290. /// <param name="zeroDel">count为0时,是否删除</param>
  291. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  292. {
  293. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  294. {
  295. //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)
  296. // if (itemInfo.count.Value == 0 && zeroDel)
  297. // {
  298. // playerData.ItemListData.RemoveAt(index);
  299. // itemIndexMap.Remove(itemInfo.guid);
  300. // }
  301. // else
  302. // {
  303. // // 快速找到索引,直接修改
  304. // playerData.ItemListData[index] = itemInfo.ToItemData();
  305. // }
  306. // 快速找到索引,直接修改
  307. playerData.ItemListData[index] = itemInfo.ToItemData();
  308. }
  309. else
  310. {
  311. foreach (ItemData itemData in playerData.ItemListData)
  312. {
  313. if (itemData.guid == itemInfo.guid)
  314. {
  315. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  316. }
  317. }
  318. // 添加新数据并更新索引表
  319. playerData.ItemListData.Add(itemInfo.ToItemData());
  320. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  321. }
  322. if (now)
  323. {
  324. SavePlayerData();
  325. }
  326. }
  327. // public void SaveEqGUID()
  328. // {
  329. // SavePlayerData();
  330. // }
  331. /// <summary>
  332. /// 清除空数据,重建索引
  333. /// </summary>
  334. private void CleanEmptyData()
  335. {
  336. // 从后往前遍历,这样删除元素,可以边循环,边删除
  337. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  338. {
  339. // string ss = "";
  340. ItemData itemData = playerData.ItemListData[i];
  341. if (itemData.itemCount == 0)
  342. {
  343. //不是装备,删除
  344. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  345. {
  346. playerData.ItemListData.RemoveAt(i);
  347. // ss = "删除道具:" + itemData.guid;
  348. }
  349. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  350. {
  351. // ss = "删除装备:" + itemData.guid;
  352. playerData.ItemListData.RemoveAt(i);
  353. }
  354. // LogTool.Log(ss);
  355. }
  356. }
  357. RestoreIndexMap();
  358. }
  359. public void SavePlayerData(bool clean = false)
  360. {
  361. if (clean)
  362. {
  363. CleanEmptyData();
  364. }
  365. if (!string.IsNullOrEmpty(persistentDataPath))
  366. {
  367. string playerSettingJson = JsonManager.ToJson(playerData);
  368. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  369. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  370. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  371. #else
  372. File.WriteAllText(persistentDataPath, playerSettingJson);
  373. #endif
  374. }
  375. }
  376. public void DeleteFile(string filePath)
  377. {
  378. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  379. playerData = new PlayerData();
  380. SavePlayerData();
  381. ClearInitPlayerData();
  382. #else
  383. if (File.Exists(filePath))
  384. {
  385. File.Delete(filePath); // 删除文件
  386. LogTool.Log($"文件已删除:{filePath}");
  387. }
  388. else
  389. {
  390. LogTool.Log($"文件不存在:{filePath}");
  391. }
  392. #endif
  393. }
  394. /// <summary>
  395. /// 不要服务器的话,这里初始化玩家的起始数据
  396. /// </summary>
  397. public void ClearInitPlayerData()
  398. {
  399. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID, 0);
  400. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  401. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID, 0);
  402. playerData.ItemListData.Add(coin);
  403. playerData.ItemListData.Add(diamond);
  404. playerData.ItemListData.Add(heroExp);
  405. // DaoYouData daoYouData = new DaoYouData();
  406. // daoYouData.id = 1;
  407. // daoYouData.favorabilityLv = 1;
  408. // playerData.daoYouDatas.Add(daoYouData);
  409. //测试道具
  410. playerData.ItemListData.Add(new ItemData(1201, 10));
  411. playerData.ItemListData.Add(new ItemData(1202, 10));
  412. playerData.ItemListData.Add(new ItemData(1301, 10));
  413. playerData.ItemListData.Add(new ItemData(1302, 10));
  414. playerData.ItemListData.Add(new ItemData(1303, 10));
  415. playerData.ItemListData.Add(new ItemData(1304, 10));
  416. //
  417. playerData.ItemListData.Add(new ItemData(1401, 10));
  418. playerData.ItemListData.Add(new ItemData(1402, 10));
  419. playerData.ItemListData.Add(new ItemData(1403, 10));
  420. playerData.ItemListData.Add(new ItemData(1404, 10));
  421. playerData.ItemListData.Add(new ItemData(1601, 10));
  422. // var allSkill = new[] { 1101};
  423. // foreach (var i in allSkill)
  424. // {
  425. // SkillData skillData = new SkillData();
  426. // skillData.id = i;
  427. // skillData.star = 1;
  428. // skillData.level = 1;
  429. // skillData.useIndex = -1;
  430. // playerData.AllSkillDatas.Add(skillData);
  431. // }
  432. //添加所有测试法宝和功法
  433. List<SkillConfig> fabaoPowerupConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  434. List<SkillConfig> gongfa = fabaoPowerupConfigs.Where(s => s.SkillType == 1 || s.SkillType == 2).ToList();
  435. var fanappower = gongfa.GroupBy(f => f.IDGroup).Select(g => new { config = g.OrderBy(f => f.ID).FirstOrDefault() }).ToList();
  436. foreach (var x1 in fanappower)
  437. {
  438. SkillData skillData = new SkillData();
  439. skillData.id = x1.config.IDGroup;
  440. skillData.star = 1;
  441. skillData.level = 1;
  442. skillData.useIndex = -1;
  443. playerData.AllSkillDatas.Add(skillData);
  444. }
  445. FabaoConfig[] fabaoConfig = ConfigComponent.Instance.GetAll<FabaoConfig>();
  446. foreach (var i in fabaoConfig)
  447. {
  448. FaBaoData faaData = new FaBaoData();
  449. faaData.id = i.ID;
  450. faaData.level = 1;
  451. faaData.useIndex = -1;
  452. playerData.AllFaBaoDatas.Add(faaData);
  453. }
  454. HeroData heroData = new HeroData();
  455. playerData.heroData = heroData;
  456. heroData.heroModelId = 101;
  457. heroData.heroPowerId = 1;
  458. heroData.upTime = TimeHelper.ClientNow();
  459. //添加第一关
  460. PlacesData placesData = new PlacesData();
  461. placesData.id = 1;
  462. playerData.placesDatas.Add(placesData);
  463. SavePlayerData();
  464. }
  465. [System.Serializable]
  466. public class HeroData
  467. {
  468. /// <summary>
  469. /// 英雄基础信息
  470. /// </summary>
  471. public int heroModelId;
  472. /// <summary>
  473. /// 英雄等级
  474. /// </summary>
  475. public int heroPowerId;
  476. public int exp;
  477. public long upTime;
  478. public bool isCombat;
  479. public int TaoismSkillId;
  480. public List<int> ImmortalBond = new List<int>();
  481. }
  482. [System.Serializable]
  483. public class ItemData
  484. {
  485. public int itemId;
  486. public long itemCount;
  487. public string guid;
  488. public EqData eqData;
  489. public ItemData(int itemId, long itemCount = 0, string guid = "")
  490. {
  491. this.itemId = itemId;
  492. this.itemCount = itemCount;
  493. if (string.IsNullOrEmpty(guid))
  494. {
  495. this.guid = itemId.ToString();
  496. }
  497. else
  498. {
  499. this.guid = guid;
  500. }
  501. // eqData = null;
  502. }
  503. }
  504. /// <summary>
  505. /// 装备数据
  506. /// </summary>
  507. [System.Serializable]
  508. public class EqData
  509. {
  510. // public string guid;
  511. // public int count;
  512. /// <summary>
  513. /// HeroBasicEquipConfig ID
  514. /// </summary>
  515. public int zyEqId;
  516. // public int dropLv;
  517. public int quality;
  518. /// <summary>
  519. /// 是否穿了(职业装备)
  520. /// </summary>
  521. public bool isEquip;
  522. // /// <summary>
  523. // /// 穿在哪个职业身上
  524. // /// </summary>
  525. // public int zy;
  526. }
  527. }