AccountFileInfo.cs 6.9 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. // /// 后备英雄(共享等级)
  30. // /// </summary>
  31. // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
  32. }
  33. public void LoadPlayerData()
  34. {
  35. #if UNITY_WEIXINMINIGAME
  36. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  37. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  38. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  39. {
  40. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  41. playerData = new PlayerData();
  42. JsonUtility.FromJsonOverwrite(data, playerData);
  43. }
  44. else
  45. {
  46. ClearInitPlayerData();
  47. SavePlayerData();
  48. }
  49. #else
  50. if (!File.Exists(persistentDataPath))
  51. {
  52. LogTool.Log("没有文件: " + persistentDataPath);
  53. ClearInitPlayerData();
  54. // File.Create(persistentDataPath).Close();
  55. }
  56. LogTool.Log("读取=文件: " + persistentDataPath);
  57. StreamReader sr = File.OpenText(persistentDataPath);
  58. string data = sr.ReadToEnd();
  59. sr.Close();
  60. playerData = new PlayerData();
  61. JsonUtility.FromJsonOverwrite(data, playerData);
  62. #endif
  63. }
  64. private int lastHeroIdx = 0;
  65. /// <summary>
  66. /// 保存英雄数据
  67. /// </summary>
  68. /// <param name="heroInfo"></param>
  69. public void SaveHeroData(HeroInfo heroInfo)
  70. {
  71. var lastHeroData = playerData.HeroListData[lastHeroIdx];
  72. if (heroInfo.modelID == lastHeroData.heroModelId)
  73. {
  74. playerData.HeroListData[lastHeroIdx] = heroInfo.ToHeroData();
  75. SavePlayerData();
  76. return;
  77. }
  78. for (int i = 0; i < playerData.HeroListData.Count; i++)
  79. {
  80. HeroData heroData = playerData.HeroListData[i];
  81. if (heroData.heroModelId == heroInfo.modelID)
  82. {
  83. playerData.HeroListData[i] = heroInfo.ToHeroData();
  84. //存下来,用于快速查找
  85. lastHeroIdx = i;
  86. SavePlayerData();
  87. return;
  88. }
  89. }
  90. }
  91. private int lastItemIdx = 0;
  92. /// <summary>
  93. /// 保存item数据
  94. /// </summary>
  95. /// <param name="itemInfo"></param>
  96. public void SaveItemData(ItemInfo itemInfo)
  97. {
  98. if (itemInfo.ID == playerData.ItemListData[lastItemIdx].itemId)
  99. {
  100. playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
  101. SavePlayerData();
  102. return;
  103. }
  104. for (int i = 0; i < playerData.ItemListData.Count; i++)
  105. {
  106. ItemData itemData = playerData.ItemListData[i];
  107. if (itemData.itemId == itemInfo.ID)
  108. {
  109. playerData.ItemListData[i] = itemInfo.ToItemData();
  110. //存下来,用于快速查找
  111. lastItemIdx = i;
  112. SavePlayerData();
  113. return;
  114. }
  115. }
  116. }
  117. public void SavePlayerData()
  118. {
  119. if (!string.IsNullOrEmpty(persistentDataPath))
  120. {
  121. string playerSettingJson = JsonManager.ToJson(playerData);
  122. #if UNITY_WEIXINMINIGAME
  123. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  124. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  125. #else
  126. File.WriteAllText(persistentDataPath, playerSettingJson);
  127. #endif
  128. }
  129. }
  130. public void DeleteFile(string filePath)
  131. {
  132. #if UNITY_WEIXINMINIGAME
  133. playerData = new PlayerData();
  134. SavePlayerData();
  135. ClearInitPlayerData();
  136. #else
  137. if (File.Exists(filePath))
  138. {
  139. File.Delete(filePath); // 删除文件
  140. LogTool.Log($"文件已删除:{filePath}");
  141. }
  142. else
  143. {
  144. LogTool.Log($"文件不存在:{filePath}");
  145. }
  146. #endif
  147. }
  148. /// <summary>
  149. /// 不要服务器的话,这里初始化玩家的起始数据
  150. /// </summary>
  151. public void ClearInitPlayerData()
  152. {
  153. ItemData coin = new ItemData()
  154. {
  155. itemId = GlobalParam.Item_Coin_ID,
  156. itemCount = 0,
  157. };
  158. ItemData diamond = new ItemData()
  159. {
  160. itemId = GlobalParam.Item_Diamond_ID,
  161. itemCount = 0,
  162. };
  163. ItemData heroExp = new ItemData()
  164. {
  165. itemId = GlobalParam.Item_HeroExp_ID,
  166. itemCount = 0,
  167. };
  168. playerData.ItemListData.Add(coin);
  169. playerData.ItemListData.Add(diamond);
  170. playerData.ItemListData.Add(heroExp);
  171. HeroData heroData1 = new HeroData
  172. {
  173. heroModelId = 105,
  174. heroPowerId = 1,
  175. heroPromoteId = 3,
  176. isLead = true,
  177. };
  178. HeroData heroData2 = new HeroData
  179. {
  180. heroModelId = 107,
  181. heroPowerId = 1,
  182. heroPromoteId = 3,
  183. isLead = true,
  184. };
  185. HeroData heroData3 = new HeroData
  186. {
  187. heroModelId = 116,
  188. heroPowerId = 1,
  189. heroPromoteId = 3,
  190. isLead = true,
  191. };
  192. HeroData heroData4 = new HeroData
  193. {
  194. heroModelId = 113,
  195. heroPowerId = 1,
  196. heroPromoteId = 3,
  197. isLead = true,
  198. };
  199. playerData.HeroListData.Add(heroData1);
  200. playerData.HeroListData.Add(heroData2);
  201. playerData.HeroListData.Add(heroData3);
  202. playerData.HeroListData.Add(heroData4);
  203. SavePlayerData();
  204. }
  205. [System.Serializable]
  206. public class HeroData
  207. {
  208. /// <summary>
  209. /// 英雄基础信息
  210. /// </summary>
  211. public int heroModelId;
  212. /// <summary>
  213. /// 英雄等级
  214. /// </summary>
  215. public int heroPowerId;
  216. /// <summary>
  217. /// 星级
  218. /// </summary>
  219. public int heroPromoteId;
  220. /// <summary>
  221. /// 是否为主力
  222. /// </summary>
  223. public bool isLead;
  224. }
  225. [System.Serializable]
  226. public class ItemData
  227. {
  228. public int itemId;
  229. public long itemCount;
  230. public int guid;
  231. }
  232. }