Forest_Client/Forest/Assets/Scripts/Gameplay2/BuildManager.cs

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using System;
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using PhxhSDK;
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using UnityEngine;
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using System.Linq;
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using LC.Newtonsoft.Json;
using Framework.Constants;
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using Sirenix.OdinInspector;
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using Cysharp.Threading.Tasks;
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using System.Collections.Generic;
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namespace Framework.Manager
{
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/// <summary>
/// 解锁类型
/// </summary>
public enum UnlockType
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{
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[LabelText("按挂点解锁")] ForGroup,
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[LabelText("按主题解锁")] ForThematic,
}
/// <summary>
/// 解锁条件类型
/// </summary>
public enum UnlockConditionType
{
[LabelText("关卡解锁")] Level,
[LabelText("金币解锁")] Coin,
}
[Serializable]
public class BuildData
{
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[ReadOnly] public string buildID;
[LabelText("挂点数量")] public int nodeCount;
[LabelText("主题数量")] public int thematicCount;
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[LabelText("解锁类型")] [SerializeField] public UnlockType unlockType;
[LabelText("解锁条件类型")] [SerializeField] public UnlockConditionType unlockConditionType;
[LabelText("解锁条件")] public List<UnlockInfo> unlockInfos;
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[LabelText("挂点数据")] public List<BuildNode> NodeInfos;
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[Serializable]
public class UnlockInfo
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{
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[LabelText("条件")] public int condition;
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//主题 or 挂点
[LabelText("对应组")] public int conditionGroup;
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[LabelText("前置组")] public int preGroup;
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}
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[Serializable]
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public class BuildNode
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{
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[LabelText("挂点名称")] [ReadOnly] public string Name;
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[HideInInspector] public List<string> Options;
[HideInInspector] public string IconPath;
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[JsonConstructor]
public BuildNode(string name)
{
this.Name = name;
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this.Options = new List<string>();
this.IconPath = string.Empty;
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}
public BuildNode()
{
}
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}
}
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/// <summary>
/// 节点信息类
/// </summary>
public class NodeInfo
{
public string Name;
public Dictionary<string, OptionInfo> Options;
//按挂点解锁条件
public int Condition;
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//前置解锁组
public string PreGroup;
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public string IconPath;
public OptionInfo GetOptionInfo(string optionID = null)
{
if (optionID == null) optionID = "Option1";
return Options.GetValueOrDefault(optionID);
}
}
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/// <summary>
/// 节点选项类
/// </summary>
public class OptionInfo
{
public string Name;
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public string IconPath;
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//按主题解锁条件
public int Condition;
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//前置主题
public string PreThematic;
}
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/// <summary>
/// 玩家养成建造存盘数据
/// </summary>
public class UserBuildInfo
{
public int GuideGroup;
public string BuildData = NormalConstants.DefaultBuildID;
public Dictionary<string, string> ChooseNodeInfo;
public UserBuildInfo()
{
ChooseNodeInfo = new Dictionary<string, string>();
}
public UserBuildInfo(string buildData)
{
DebugUtil.LogError("建造新的buildDAta {0}", buildData);
BuildData = buildData;
ChooseNodeInfo = new Dictionary<string, string>();
}
}
public class BuildManager
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{
public const string UserBuildSaveKey = "UserBuildInfo";
public const string DefaultBuildID = "Build_1";
private const string NodeName = "Node{0}";
private const string OptionName = "Option{0}";
private static BuildManager _instance;
public static BuildManager Instance
{
get
{
if (_instance == null)
{
_instance = new BuildManager();
}
return _instance;
}
}
public Dictionary<string, NodeInfo> NodeInfos;
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public NodeInfo CurIUnlockNodeInfo;
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public bool IsChanging = false;
//玩家存盘选择信息
private UserBuildInfo _userBuildInfo;
public UserBuildInfo UserBuildInfo
{
get => _userBuildInfo;
private set => _userBuildInfo = value;
}
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//已达到的条件
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public int ReachCondition
{
get => _reachCondition;
private set => _reachCondition = value;
}
private int _reachCondition = -1;
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//动态加载的图标
private Dictionary<string, Sprite> _iconSprites;
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//当前场景蓝图
public Sprite CurBlueprint;
//Build场景相机
public Camera CurBuildCamera;
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private BuildData _curBuildData;
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private bool _isInit;
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private bool _isInGame;
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public async UniTask Init(BuildData buildData, bool inGame = false, UserBuildInfo userBuildInfo = null)
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{
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if (_isInit) return;
_curBuildData = buildData;
NodeInfos = new Dictionary<string, NodeInfo>();
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_iconSprites = new Dictionary<string, Sprite>();
InitNodesInfo();
InitUserBuildInfo(userBuildInfo);
InitCondition();
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await InitIcon();
InitBlueprint();
_isInGame = inGame;
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if (inGame)
CurBuildCamera = CameraManager.Instance.UICamera;
_isInit = true;
}
/// <summary>
/// 初始化该Build场景的节点信息
/// </summary>
private void InitNodesInfo()
{
try
{
foreach (var node in _curBuildData.NodeInfos)
{
var nodeInfo = new NodeInfo
{
Name = node.Name,
Options = new Dictionary<string, OptionInfo>(),
IconPath = node.IconPath
};
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foreach (var option in node.Options)
{
var optionInfo = new OptionInfo()
{
Name = option
};
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nodeInfo.Options.Add(option, optionInfo);
}
NodeInfos.Add(nodeInfo.Name, nodeInfo);
}
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitNodesInfo 初始化节点错误 :{0}", e);
}
}
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/// <summary>
/// 初始化存盘信息
/// </summary>
private void InitUserBuildInfo(UserBuildInfo userBuildInfo)
{
try
{
//游戏中传入数据
if (userBuildInfo != null)
{
_userBuildInfo = userBuildInfo;
}
else
{
StorageManager.Instance.Init();
_userBuildInfo =
StorageManager.Instance.GetStorage<UserBuildInfo>(UserBuildSaveKey);
if (_userBuildInfo == null)
{
var buildId = _curBuildData.buildID;
_userBuildInfo = new UserBuildInfo(buildId);
}
}
foreach (var nodeInfo in NodeInfos)
{
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(nodeInfo.Key, out var option))
{
continue;
}
/*var optionInfo = nodeInfo.Value.GetOptionInfo();
if (optionInfo == null) return;
_userBuildInfo.ChooseNodeInfo.TryAdd(nodeInfo.Key, optionInfo.Name);*/
_userBuildInfo.ChooseNodeInfo.TryAdd(nodeInfo.Key, "");
}
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//DebugUserChooseNode();
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitUserBuildInfo 初始玩家信息错误 :{0}", e);
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}
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}
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/// <summary>
/// 初始化条件
/// </summary>
private void InitCondition()
{
try
{
switch (_curBuildData.unlockType)
{
case UnlockType.ForGroup:
{
foreach (var unlockInfo in _curBuildData.unlockInfos)
{
var nodeName = string.Format(NodeName, unlockInfo.conditionGroup);
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
nodeInfo.Condition = unlockInfo.condition;
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var nextNode = string.Format(NodeName, unlockInfo.preGroup);
nodeInfo.PreGroup = nextNode;
//DebugUtil.LogError("挂点解锁:节点{0}的解锁条件是: {1}, 前置解锁组是: {2}", nodeInfo.Name, unlockInfo.condition, nextNode);
}
}
break;
}
case UnlockType.ForThematic:
{
foreach (var unlockInfo in _curBuildData.unlockInfos)
{
var optionName = string.Format(OptionName, unlockInfo.conditionGroup);
foreach (var nodeInfo in NodeInfos.Values)
{
if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo))
{
optionInfo.Condition = unlockInfo.condition;
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var nextOption = string.Format(OptionName, unlockInfo.preGroup);
optionInfo.PreThematic = nextOption;
DebugUtil.LogError("主题解锁:节点{0}的选项{1}的解锁条件是:{2}, 前置解锁主题是: {3}", nodeInfo.Name,
optionInfo.Name,
unlockInfo.condition, nextOption);
}
}
}
break;
}
}
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitCondition 初始化条件错误 :{0}", e);
}
}
/// <summary>
/// 异步加载该建造物品图标
/// </summary>
private async UniTask InitIcon()
{
try
{
foreach (var nodeInfo in NodeInfos.Values)
{
foreach (var optionInfo in nodeInfo.Options.Values)
{
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optionInfo.IconPath = await InitOptionIcon(nodeInfo.IconPath, optionInfo.Name);
}
}
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitIcon 初始化图标数据错误 :{0}", e);
}
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}
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/// <summary>
/// 初始化加载选项图标
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/// </summary>
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private async UniTask<string> InitOptionIcon(string iconsPath, string optionName)
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{
try
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{
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var path = string.Format(iconsPath, optionName);
var assetPath = path.Replace(Application.dataPath, "").Replace('\\', '/');
var sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(assetPath);
if (_iconSprites.TryAdd(path, sprite))
return path;
return null;
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}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitOptionIcon 加载选项图标错误, 路径: {0}, Error: {1}", iconsPath, e);
return null;
}
}
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/// <summary>
/// 加载当前场景蓝图
/// </summary>
private async void InitBlueprint()
{
try
{
var path = string.Format(Constants.PathConstants.BuildBlueprint, _curBuildData.buildID);
CurBlueprint = await AssetManager.Instance.LoadAssetAsync<Sprite>(path);
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitBlueprint 加载蓝图错误 :{0}", e);
}
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}
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/// <summary>
/// 获得选项Icon图标
/// </summary>
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public Sprite GetOptionIcon(string nodeName, string optionName)
{
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo))
{
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if (_iconSprites.TryGetValue(optionInfo.IconPath, out var sprite))
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return sprite;
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}
}
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return null;
}
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/// <summary>
/// 根据节点获得解锁条件
/// </summary>
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public int GetCondition(string nodeName)
{
var condition = 0;
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
condition = nodeInfo.Condition;
}
return condition;
}
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public void SaveNodeInfo(string node, string option)
{
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node, out var oldOption))
{
_userBuildInfo.ChooseNodeInfo[node] = option;
DebugUtil.LogY($"节点{node}保存了{option}选择");
}
else
{
DebugUtil.LogWarning("玩家Build存档信息没有 {0} 节点信息,请检查初始化", node);
_userBuildInfo.ChooseNodeInfo.Add(node, option);
}
StorageManager.Instance.SaveWithoutUpdate();
}
/// <summary>
/// 获取下一个解锁节点
/// </summary>
public string GetNextLockNode()
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{
string nodeName = null;
switch (_curBuildData.unlockType)
{
case UnlockType.ForGroup:
{
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foreach (var node in NodeInfos)
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{
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var curNode) &&
_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Value.PreGroup, out var preNode))
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{
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//当前节点位选择且前置节点已选择
if (string.IsNullOrEmpty(curNode) && !string.IsNullOrEmpty(preNode))
{
//DebugUtil.LogError("下一个节点是{0}", node.Key);
return node.Key;
}
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}
}
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var firstNode = NodeInfos
.OrderBy(kv => kv.Value.Condition)
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.FirstOrDefault();
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return firstNode.Key;
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}
//TODO 按主题解锁
default:
break;
}
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//DebugUtil.LogError("得到最小的节点是{0}", nodeName);
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return nodeName;
}
/// <summary>
/// 更新已经达到的条件
/// </summary>
public void UpdateReachCondition(int condition)
{
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//TODO 分场景 、解锁类型、解锁条件
_reachCondition = condition;
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}
/// <summary>
/// 更新本地节点选择
/// </summary>
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public void SetBuildUserInfo(int guideGroupID)
{
_userBuildInfo.GuideGroup = guideGroupID;
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StorageManager.Instance.SyncForce = true;
}
/// <summary>
/// 播放音效
/// </summary>
public void PlaySound()
{
if (_isInGame)
AudioManager.Instance.PlaySound(AudioType.SOUND, "S_Btn",
new UnityAudio(false));
}
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/// <summary>
/// Debug 清楚玩家所有选择
/// </summary>
public void ClearOption()
{
foreach (var node in NodeInfos)
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{
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var option))
_userBuildInfo.ChooseNodeInfo[node.Key] = "";
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}
DebugUserChooseNode();
StorageManager.Instance.SyncForce = true;
}
private void DebugUserChooseNode()
{
foreach (var infos in _userBuildInfo.ChooseNodeInfo)
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{
DebugUtil.LogError("节点 {0} 选择的的是 {1}", infos.Key, infos.Value);
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}
}
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public void Release()
{
}
}
}