AccountFileInfo.cs 16 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. }
  90. /// <summary>
  91. /// 道友数据
  92. /// </summary>
  93. [System.Serializable]
  94. public class DaoYouData
  95. {
  96. public int id;
  97. /// <summary>
  98. /// 喜爱礼物
  99. /// </summary>
  100. public List<int> loveIds = new List<int>();
  101. /// <summary>
  102. /// 好感等级
  103. /// </summary>
  104. public int favorabilityLv;
  105. /// <summary>
  106. /// 经验
  107. /// </summary>
  108. public int exp;
  109. /// <summary>
  110. /// 已经领取奖励的好感等级
  111. /// </summary>
  112. public List<int> awardLevels = new List<int>();
  113. /// <summary>
  114. /// 心情
  115. /// </summary>
  116. public int emotion;
  117. /// <summary>
  118. /// 心情刷新时间
  119. /// </summary>
  120. public long emotionTime;
  121. //心情值
  122. public int emotionValue;
  123. }
  124. //地图区域数据
  125. [System.Serializable]
  126. public class PlacesData
  127. {
  128. //区域Id
  129. public int id;
  130. //地图进度
  131. public int progress;
  132. }
  133. /// <summary>
  134. /// 商店数据
  135. /// </summary>
  136. [System.Serializable]
  137. public class ShopData
  138. {
  139. public int id;
  140. public List<ShopItem> shopItemList = new List<ShopItem>();
  141. // 商店刷新时间
  142. public long refreshTime = 0;
  143. }
  144. [System.Serializable]
  145. public class ShopItem
  146. {
  147. // 商品ID
  148. public int id;
  149. // 商品购买次数
  150. public int buyCount = 0;
  151. // 商品结束时间
  152. public long endTime = -1;
  153. }
  154. [System.Serializable]
  155. public class FaBaoData
  156. {
  157. public int id;
  158. public int level;
  159. public int useIndex;
  160. }
  161. [System.Serializable]
  162. public class SkillData
  163. {
  164. public int id;
  165. public int level;
  166. public int star;
  167. public int useIndex;
  168. }
  169. [System.Serializable]
  170. public class EventData
  171. {
  172. public int eventID;
  173. //完成cishu
  174. public int completeCount = 0;
  175. }
  176. /// <summary>
  177. /// 刷出来的事件列表
  178. /// </summary>
  179. [System.Serializable]
  180. public class EventLinkData
  181. {
  182. public int eventLinkId;
  183. public int eventId;
  184. /// <summary>
  185. /// 事件监听列表
  186. /// </summary>
  187. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  188. }
  189. /// <summary>
  190. /// 刷出来的事件列表
  191. /// </summary>
  192. [System.Serializable]
  193. public class EventConditionData
  194. {
  195. public int eventId;
  196. public int eventCondition;
  197. public int fishCount;
  198. }
  199. /// <summary>
  200. /// 刷出来的事件列表
  201. /// </summary>
  202. [System.Serializable]
  203. public class EventList
  204. {
  205. public int guid;
  206. public int eventID;
  207. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  208. public int curStep;
  209. public bool isCompleted;
  210. }
  211. /// <summary>
  212. /// 重建索引表
  213. /// 主要给道具用,比较多,调用频繁
  214. /// </summary>
  215. private void RestoreIndexMap()
  216. {
  217. itemIndexMap.Clear();
  218. for (int i = 0; i < playerData.ItemListData.Count; i++)
  219. {
  220. itemIndexMap[playerData.ItemListData[i].guid] = i;
  221. }
  222. }
  223. /// <summary>
  224. /// 加载玩家数据,一切数据:从这里开始
  225. /// </summary>
  226. public void LoadPlayerData()
  227. {
  228. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  229. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  230. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  231. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  232. {
  233. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  234. playerData = new PlayerData();
  235. JsonUtility.FromJsonOverwrite(data, playerData);
  236. }
  237. else
  238. {
  239. ClearInitPlayerData();
  240. SavePlayerData();
  241. }
  242. #else
  243. if (!File.Exists(persistentDataPath))
  244. {
  245. LogTool.Log("没有文件: " + persistentDataPath);
  246. ClearInitPlayerData();
  247. // File.Create(persistentDataPath).Close();
  248. }
  249. LogTool.Log("读取=文件: " + persistentDataPath);
  250. StreamReader sr = File.OpenText(persistentDataPath);
  251. string data = sr.ReadToEnd();
  252. sr.Close();
  253. playerData = new PlayerData();
  254. JsonUtility.FromJsonOverwrite(data, playerData);
  255. #endif
  256. //初始化索引
  257. RestoreIndexMap();
  258. }
  259. private int lastHeroIdx = 0;
  260. private int lastItemIdx = 0;
  261. /// <summary>
  262. /// 保存item数据
  263. /// </summary>
  264. /// <param name="itemInfo"></param>
  265. /// <param name="now">是否立即保存</param>
  266. /// <param name="zeroDel">count为0时,是否删除</param>
  267. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  268. {
  269. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  270. {
  271. //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)
  272. // if (itemInfo.count.Value == 0 && zeroDel)
  273. // {
  274. // playerData.ItemListData.RemoveAt(index);
  275. // itemIndexMap.Remove(itemInfo.guid);
  276. // }
  277. // else
  278. // {
  279. // // 快速找到索引,直接修改
  280. // playerData.ItemListData[index] = itemInfo.ToItemData();
  281. // }
  282. // 快速找到索引,直接修改
  283. playerData.ItemListData[index] = itemInfo.ToItemData();
  284. }
  285. else
  286. {
  287. foreach (ItemData itemData in playerData.ItemListData)
  288. {
  289. if (itemData.guid == itemInfo.guid)
  290. {
  291. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  292. }
  293. }
  294. // 添加新数据并更新索引表
  295. playerData.ItemListData.Add(itemInfo.ToItemData());
  296. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  297. }
  298. if (now)
  299. {
  300. SavePlayerData();
  301. }
  302. }
  303. // public void SaveEqGUID()
  304. // {
  305. // SavePlayerData();
  306. // }
  307. /// <summary>
  308. /// 清除空数据,重建索引
  309. /// </summary>
  310. private void CleanEmptyData()
  311. {
  312. // 从后往前遍历,这样删除元素,可以边循环,边删除
  313. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  314. {
  315. // string ss = "";
  316. ItemData itemData = playerData.ItemListData[i];
  317. if (itemData.itemCount == 0)
  318. {
  319. //不是装备,删除
  320. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  321. {
  322. playerData.ItemListData.RemoveAt(i);
  323. // ss = "删除道具:" + itemData.guid;
  324. }
  325. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  326. {
  327. // ss = "删除装备:" + itemData.guid;
  328. playerData.ItemListData.RemoveAt(i);
  329. }
  330. // LogTool.Log(ss);
  331. }
  332. }
  333. RestoreIndexMap();
  334. }
  335. public void SavePlayerData(bool clean = false)
  336. {
  337. if (clean)
  338. {
  339. CleanEmptyData();
  340. }
  341. if (!string.IsNullOrEmpty(persistentDataPath))
  342. {
  343. string playerSettingJson = JsonManager.ToJson(playerData);
  344. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  345. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  346. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  347. #else
  348. File.WriteAllText(persistentDataPath, playerSettingJson);
  349. #endif
  350. }
  351. }
  352. public void DeleteFile(string filePath)
  353. {
  354. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  355. playerData = new PlayerData();
  356. SavePlayerData();
  357. ClearInitPlayerData();
  358. #else
  359. if (File.Exists(filePath))
  360. {
  361. File.Delete(filePath); // 删除文件
  362. LogTool.Log($"文件已删除:{filePath}");
  363. }
  364. else
  365. {
  366. LogTool.Log($"文件不存在:{filePath}");
  367. }
  368. #endif
  369. }
  370. /// <summary>
  371. /// 不要服务器的话,这里初始化玩家的起始数据
  372. /// </summary>
  373. public void ClearInitPlayerData()
  374. {
  375. ItemData coin = new ItemData(GlobalParam.Item_Coin_ID, 0);
  376. ItemData diamond = new ItemData(GlobalParam.Item_Diamond_ID);
  377. ItemData heroExp = new ItemData(GlobalParam.Item_HeroExp_ID, 0);
  378. playerData.ItemListData.Add(coin);
  379. playerData.ItemListData.Add(diamond);
  380. playerData.ItemListData.Add(heroExp);
  381. // DaoYouData daoYouData = new DaoYouData();
  382. // daoYouData.id = 1;
  383. // daoYouData.favorabilityLv = 1;
  384. // playerData.daoYouDatas.Add(daoYouData);
  385. //测试道具
  386. playerData.ItemListData.Add(new ItemData(1201, 10));
  387. playerData.ItemListData.Add(new ItemData(1202, 10));
  388. playerData.ItemListData.Add(new ItemData(1301, 10));
  389. playerData.ItemListData.Add(new ItemData(1302, 10));
  390. playerData.ItemListData.Add(new ItemData(1303, 10));
  391. playerData.ItemListData.Add(new ItemData(1304, 10));
  392. //
  393. playerData.ItemListData.Add(new ItemData(1401, 10));
  394. playerData.ItemListData.Add(new ItemData(1402, 10));
  395. playerData.ItemListData.Add(new ItemData(1403, 10));
  396. playerData.ItemListData.Add(new ItemData(1404, 10));
  397. playerData.ItemListData.Add(new ItemData(1601, 10));
  398. // var allSkill = new[] { 1101};
  399. // foreach (var i in allSkill)
  400. // {
  401. // SkillData skillData = new SkillData();
  402. // skillData.id = i;
  403. // skillData.star = 1;
  404. // skillData.level = 1;
  405. // skillData.useIndex = -1;
  406. // playerData.AllSkillDatas.Add(skillData);
  407. // }
  408. //添加所有测试法宝和功法
  409. List<SkillConfig> fabaoPowerupConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  410. List<SkillConfig> gongfa = fabaoPowerupConfigs.Where(s => s.SkillType == 1 || s.SkillType == 2).ToList();
  411. var fanappower = gongfa.GroupBy(f => f.IDGroup).Select(g => new { config = g.OrderBy(f => f.ID).FirstOrDefault() }).ToList();
  412. foreach (var x1 in fanappower)
  413. {
  414. SkillData skillData = new SkillData();
  415. skillData.id = x1.config.IDGroup;
  416. skillData.star = 1;
  417. skillData.level = 1;
  418. skillData.useIndex = -1;
  419. playerData.AllSkillDatas.Add(skillData);
  420. }
  421. FabaoConfig[] fabaoConfig = ConfigComponent.Instance.GetAll<FabaoConfig>();
  422. foreach (var i in fabaoConfig)
  423. {
  424. FaBaoData faaData = new FaBaoData();
  425. faaData.id = i.ID;
  426. faaData.level = 1;
  427. faaData.useIndex = -1;
  428. playerData.AllFaBaoDatas.Add(faaData);
  429. }
  430. HeroData heroData = new HeroData();
  431. playerData.heroData = heroData;
  432. heroData.heroModelId = 101;
  433. heroData.heroPowerId = 1;
  434. heroData.upTime = TimeHelper.ClientNow();
  435. //添加第一关
  436. PlacesData placesData = new PlacesData();
  437. placesData.id = 1;
  438. playerData.placesDatas.Add(placesData);
  439. SavePlayerData();
  440. }
  441. [System.Serializable]
  442. public class HeroData
  443. {
  444. /// <summary>
  445. /// 英雄基础信息
  446. /// </summary>
  447. public int heroModelId;
  448. /// <summary>
  449. /// 英雄等级
  450. /// </summary>
  451. public int heroPowerId;
  452. public int exp;
  453. public long upTime;
  454. public bool isCombat;
  455. public int TaoismSkillId;
  456. public List<int> ImmortalBond = new List<int>();
  457. }
  458. [System.Serializable]
  459. public class ItemData
  460. {
  461. public int itemId;
  462. public long itemCount;
  463. public string guid;
  464. public EqData eqData;
  465. public ItemData(int itemId, long itemCount = 0, string guid = "")
  466. {
  467. this.itemId = itemId;
  468. this.itemCount = itemCount;
  469. if (string.IsNullOrEmpty(guid))
  470. {
  471. this.guid = itemId.ToString();
  472. }
  473. else
  474. {
  475. this.guid = guid;
  476. }
  477. // eqData = null;
  478. }
  479. }
  480. /// <summary>
  481. /// 装备数据
  482. /// </summary>
  483. [System.Serializable]
  484. public class EqData
  485. {
  486. // public string guid;
  487. // public int count;
  488. /// <summary>
  489. /// HeroBasicEquipConfig ID
  490. /// </summary>
  491. public int zyEqId;
  492. // public int dropLv;
  493. public int quality;
  494. /// <summary>
  495. /// 是否穿了(职业装备)
  496. /// </summary>
  497. public bool isEquip;
  498. // /// <summary>
  499. // /// 穿在哪个职业身上
  500. // /// </summary>
  501. // public int zy;
  502. }
  503. }