Forest_Client/Forest/Assets/Scripts/Gameplay/Manager/LevelSelectManager.cs

100 lines
3.0 KiB
C#
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2024-06-12 15:01:54 +08:00
using System;
using PhxhSDK;
using UnityEngine;
using Framework.BI;
using PhxhSDK.Phxh;
using Framework.Event;
using Framework.Manager;
using Framework.Constants;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
using Constants = Framework.Constants.Constants;
namespace Gameplay.Manager
{
public class LevelSelectManager : Singlenton<LevelSelectManager>, IInitable
{
private List<AllLevelData> _allLevels;
public GameObject CurBtnObj;
public GameObject GfxSelectLevel;
private string CurPassLevel
{
get { return AppInfoManager.Instance.AppUserInfo.PassLevel; }
set
{
AppInfoManager.Instance.AppUserInfo.PassLevel = value;
AppInfoManager.Instance.SetRemoteData(0, value);
}
}
public List<AllLevelData> CurAllLevelDatas => _allLevels;
public int CurPassLevelIndex;
public void Init()
{
EventManager.Instance.Register(EventManager.EventName.RefreshGameData, UpdateLevelInfo);
_allLevels = new List<AllLevelData>() { new AllLevelData("level0") };
UpdateLevelInfo();
}
public async UniTask InitAsync()
{
try
{
var configFilePath = string.Format(Constants.LevelListPath);
_allLevels = await JsonHelper.LoadFromAddressable<List<AllLevelData>>(configFilePath);
}
catch (Exception e)
{
DebugUtil.LogError("LevelSelectMgr.Init Error: {0}", e);
}
}
public void UpdateLevelInfo()
{
CurPassLevelIndex = int.Parse(CurPassLevel.Substring("level".Length));
}
public void SaveNewPassLevel(string levelID)
{
var id = int.Parse(levelID.Substring("level".Length));
if (CurPassLevelIndex < id)
{
ShopManager.Instance.CurCoin += LevelConstants.RewardCoin;
CurPassLevelIndex = id;
CurPassLevel = levelID;
CurPassLevelIndex = int.Parse(CurPassLevel.Substring("level".Length));
StorageManager.Instance.SyncForce = true;
StorageManager.Instance.SyncRemoteForce = true;
BIManager.Instance.TrackEvent(cfg.BI.Event.main_unlock_level, (id + 1).ToString());
LevelManager.Instance.CanGfxCoin = true;
}
}
public void ClearFile()
{
PlayerPrefs.DeleteAll();
PlayerPrefs.Save();
UpdateLevelInfo();
}
public void PassAllLevel(int levelId = 0)
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{
var id = levelId == 0 ? _allLevels.Count : levelId;
var level = $"level{id}";
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SaveNewPassLevel(level);
UpdateLevelInfo();
}
public void Release()
{
EventManager.Instance.Unregister(EventManager.EventName.RefreshGameData, UpdateLevelInfo);
}
public void Update(float deltaTime)
{
}
}
}