AccountFileInfo.cs 11 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. /// <summary>
  16. /// 索引,用于快速查找
  17. /// </summary>
  18. private Dictionary<string, int> itemIndexMap = new Dictionary<string, int>();
  19. public string fileName = "/playerData.txt";
  20. [System.Serializable]
  21. public class PlayerData
  22. {
  23. public List<ItemData> ItemListData = new List<ItemData>();
  24. /// <summary>
  25. /// 英雄数据
  26. /// </summary>
  27. public List<HeroData> HeroListData = new List<HeroData>();
  28. /// <summary>
  29. /// 关卡进度
  30. /// </summary>
  31. public int levelBattle = 1;
  32. /// <summary>
  33. /// 是否全部阵亡一次
  34. /// </summary>
  35. public bool isAllHeroDie;
  36. /// <summary>
  37. /// 装备的GUID
  38. /// </summary>
  39. public long eqGUID = 0;
  40. /// <summary>
  41. /// 战斗引导下标
  42. /// </summary>
  43. public int combatGuideIndex = 0;
  44. // /// <summary>
  45. // /// 后备英雄(共享等级)
  46. // /// </summary>
  47. // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
  48. }
  49. /// <summary>
  50. /// 重建索引表
  51. /// 主要给道具用,比较多,调用频繁
  52. /// </summary>
  53. private void RestoreIndexMap()
  54. {
  55. itemIndexMap.Clear();
  56. for (int i = 0; i < playerData.ItemListData.Count; i++)
  57. {
  58. itemIndexMap[playerData.ItemListData[i].guid] = i;
  59. }
  60. }
  61. /// <summary>
  62. /// 加载玩家数据,一切数据:从这里开始
  63. /// </summary>
  64. public void LoadPlayerData()
  65. {
  66. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  67. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  68. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  69. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  70. {
  71. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  72. playerData = new PlayerData();
  73. JsonUtility.FromJsonOverwrite(data, playerData);
  74. }
  75. else
  76. {
  77. ClearInitPlayerData();
  78. SavePlayerData();
  79. }
  80. #else
  81. if (!File.Exists(persistentDataPath))
  82. {
  83. LogTool.Log("没有文件: " + persistentDataPath);
  84. ClearInitPlayerData();
  85. // File.Create(persistentDataPath).Close();
  86. }
  87. LogTool.Log("读取=文件: " + persistentDataPath);
  88. StreamReader sr = File.OpenText(persistentDataPath);
  89. string data = sr.ReadToEnd();
  90. sr.Close();
  91. playerData = new PlayerData();
  92. JsonUtility.FromJsonOverwrite(data, playerData);
  93. #endif
  94. //初始化索引
  95. RestoreIndexMap();
  96. }
  97. private int lastHeroIdx = 0;
  98. /// <summary>
  99. /// 保存英雄数据
  100. /// </summary>
  101. /// <param name="heroInfo"></param>
  102. public void SaveHeroData(HeroInfo heroInfo)
  103. {
  104. var lastHeroData = playerData.HeroListData[lastHeroIdx];
  105. if (heroInfo.modelID == lastHeroData.heroModelId)
  106. {
  107. playerData.HeroListData[lastHeroIdx] = heroInfo.ToHeroData();
  108. SavePlayerData();
  109. return;
  110. }
  111. for (int i = 0; i < playerData.HeroListData.Count; i++)
  112. {
  113. HeroData heroData = playerData.HeroListData[i];
  114. if (heroData.heroModelId == heroInfo.modelID)
  115. {
  116. playerData.HeroListData[i] = heroInfo.ToHeroData();
  117. //存下来,用于快速查找
  118. lastHeroIdx = i;
  119. SavePlayerData();
  120. return;
  121. }
  122. }
  123. }
  124. private int lastItemIdx = 0;
  125. /// <summary>
  126. /// 保存item数据
  127. /// </summary>
  128. /// <param name="itemInfo"></param>
  129. /// <param name="now">是否立即保存</param>
  130. /// <param name="zeroDel">count为0时,是否删除</param>
  131. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  132. {
  133. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  134. {
  135. // //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)
  136. // if (itemInfo.count.Value == 0 && zeroDel)
  137. // {
  138. // playerData.ItemListData.RemoveAt(index);
  139. // itemIndexMap.Remove(itemInfo.guid);
  140. // }
  141. // else
  142. // {
  143. // // 快速找到索引,直接修改
  144. // playerData.ItemListData[index] = itemInfo.ToItemData();
  145. // }
  146. // 快速找到索引,直接修改
  147. playerData.ItemListData[index] = itemInfo.ToItemData();
  148. }
  149. else
  150. {
  151. // 添加新数据并更新索引表
  152. playerData.ItemListData.Add(itemInfo.ToItemData());
  153. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  154. }
  155. if (now)
  156. {
  157. SavePlayerData();
  158. }
  159. // if (itemInfo.guid == playerData.ItemListData[lastItemIdx].guid)
  160. // {
  161. // playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
  162. // SavePlayerData();
  163. // return;
  164. // }
  165. //
  166. // for (int i = 0; i < playerData.ItemListData.Count; i++)
  167. // {
  168. // ItemData itemData = playerData.ItemListData[i];
  169. // if (itemData.guid == itemInfo.guid)
  170. // {
  171. // playerData.ItemListData[i] = itemInfo.ToItemData();
  172. // //存下来,用于快速查找
  173. // lastItemIdx = i;
  174. // SavePlayerData();
  175. // return;
  176. // }
  177. // }
  178. // playerData.ItemListData.Add(itemInfo.ToItemData());
  179. // SavePlayerData();
  180. }
  181. // public void SaveEqGUID()
  182. // {
  183. // SavePlayerData();
  184. // }
  185. /// <summary>
  186. /// 清除空数据,重建索引
  187. /// </summary>
  188. private void CleanEmptyData()
  189. {
  190. // 从后往前遍历,这样删除元素,可以一般循环,一遍删除
  191. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  192. {
  193. ItemData itemData = playerData.ItemListData[i];
  194. if (itemData.itemCount == 0)
  195. {
  196. //不是装备,删除
  197. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  198. {
  199. playerData.ItemListData.RemoveAt(i);
  200. return;
  201. }
  202. //是装备,但是没有穿,删除
  203. if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  204. {
  205. playerData.ItemListData.RemoveAt(i);
  206. }
  207. }
  208. }
  209. RestoreIndexMap();
  210. }
  211. public void SavePlayerData(bool clean = false)
  212. {
  213. if (clean)
  214. {
  215. CleanEmptyData();
  216. }
  217. if (!string.IsNullOrEmpty(persistentDataPath))
  218. {
  219. string playerSettingJson = JsonManager.ToJson(playerData);
  220. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  221. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  222. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  223. #else
  224. File.WriteAllText(persistentDataPath, playerSettingJson);
  225. #endif
  226. }
  227. }
  228. public void DeleteFile(string filePath)
  229. {
  230. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  231. playerData = new PlayerData();
  232. SavePlayerData();
  233. ClearInitPlayerData();
  234. #else
  235. if (File.Exists(filePath))
  236. {
  237. File.Delete(filePath); // 删除文件
  238. LogTool.Log($"文件已删除:{filePath}");
  239. }
  240. else
  241. {
  242. LogTool.Log($"文件不存在:{filePath}");
  243. }
  244. #endif
  245. }
  246. /// <summary>
  247. /// 不要服务器的话,这里初始化玩家的起始数据
  248. /// </summary>
  249. public void ClearInitPlayerData()
  250. {
  251. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID);
  252. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  253. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID);
  254. playerData.ItemListData.Add(coin);
  255. playerData.ItemListData.Add(diamond);
  256. playerData.ItemListData.Add(heroExp);
  257. HeroData heroData1 = new HeroData
  258. {
  259. heroModelId = 105,
  260. heroPowerId = 1,
  261. heroPromoteId = 3,
  262. isLead = true,
  263. };
  264. playerData.HeroListData.Add(heroData1);
  265. // playerData.HeroListData.Add(heroData2);
  266. // playerData.HeroListData.Add(heroData3);
  267. // playerData.HeroListData.Add(heroData4);
  268. SavePlayerData();
  269. }
  270. [System.Serializable]
  271. public class HeroData
  272. {
  273. /// <summary>
  274. /// 英雄基础信息
  275. /// </summary>
  276. public int heroModelId;
  277. /// <summary>
  278. /// 英雄等级
  279. /// </summary>
  280. public int heroPowerId;
  281. /// <summary>
  282. /// 星级
  283. /// </summary>
  284. public int heroPromoteId;
  285. /// <summary>
  286. /// 是否为主力
  287. /// </summary>
  288. public bool isLead;
  289. }
  290. [System.Serializable]
  291. public class ItemData
  292. {
  293. public int itemId;
  294. public long itemCount;
  295. public string guid;
  296. public EqData eqData;
  297. public ItemData(int itemId, long itemCount = 0, string guid = "")
  298. {
  299. this.itemId = itemId;
  300. this.itemCount = itemCount;
  301. if (string.IsNullOrEmpty(guid))
  302. {
  303. this.guid = itemId.ToString();
  304. }
  305. else
  306. {
  307. this.guid = guid;
  308. }
  309. // eqData = null;
  310. }
  311. }
  312. /// <summary>
  313. /// 装备数据
  314. /// </summary>
  315. [System.Serializable]
  316. public class EqData
  317. {
  318. // public string guid;
  319. // public int count;
  320. /// <summary>
  321. /// HeroBasicEquipConfig ID
  322. /// </summary>
  323. public int zyEqId;
  324. // public int dropLv;
  325. public int quality;
  326. /// <summary>
  327. /// 是否穿了(职业装备)
  328. /// </summary>
  329. public bool isEquip;
  330. // /// <summary>
  331. // /// 穿在哪个职业身上
  332. // /// </summary>
  333. // public int zy;
  334. }
  335. }