using System;
using PhxhSDK;
using UnityEngine;
using System.Linq;
using LC.Newtonsoft.Json;
using Framework.Constants;
using Sirenix.OdinInspector;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
using cfg.Build;
using PhxhSDK.Phxh;
using UnityEngine.AddressableAssets;
namespace Framework.Manager
{
///
/// 解锁类型
///
public enum UnlockType
{
[LabelText("按挂点解锁")] ForGroup,
[LabelText("按主题解锁")] ForThematic,
}
///
/// 解锁条件类型
///
public enum UnlockConditionType
{
[LabelText("关卡解锁")] Level,
[LabelText("金币解锁")] Coin,
}
[Serializable]
public class BuildData
{
[ReadOnly] public string buildID;
[LabelText("挂点数量")] public int nodeCount;
[LabelText("主题数量")] public int thematicCount;
[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 unlockInfos;
[LabelText("挂点数据")] public List NodeInfos;
[Serializable]
public class UnlockInfo
{
[LabelText("条件")] public int condition;
//主题 or 挂点
[LabelText("对应组")] public int conditionGroup;
[LabelText("前置组")] public int preGroup;
}
[Serializable]
public class BuildNode
{
[LabelText("挂点名称")] [ReadOnly] public string Name;
[HideInInspector] public List Options;
[HideInInspector] public string IconPath;
[JsonConstructor]
public BuildNode(string name)
{
this.Name = name;
this.Options = new List();
this.IconPath = string.Empty;
}
public BuildNode()
{
}
}
}
///
/// 节点信息类
///
public class NodeInfo
{
public string Name;
public Dictionary Options;
//按挂点解锁条件
public int Condition;
//前置解锁组
public string PreGroup;
public string IconPath;
public OptionInfo GetOptionInfo(string optionID = null)
{
if (optionID == null) optionID = "Option1";
return Options.GetValueOrDefault(optionID);
}
}
///
/// 节点选项类
///
public class OptionInfo
{
public string Name;
public string IconPath;
//按主题解锁条件
public int Condition;
//前置主题
public string PreThematic;
}
///
/// 每个主题节点保存信息
///
public class BuildInfo
{
public string BuildSceneID;
public Dictionary ChooseNodeInfo;
public BuildInfo()
{
ChooseNodeInfo = new Dictionary();
}
public BuildInfo(string buildId)
{
BuildSceneID = buildId;
ChooseNodeInfo = new Dictionary();
}
}
///
/// 玩家养成建造存盘数据
///
public class UserBuildInfo
{
public int GuideGroup;
public string CurBuildId;
public Dictionary AllChooseNodeInfo;
public UserBuildInfo()
{
AllChooseNodeInfo = new Dictionary();
}
public UserBuildInfo(string curBuildId)
{
CurBuildId = curBuildId;
AllChooseNodeInfo = new Dictionary();
}
}
public class BuildManager
{
private const string UserBuildSaveKey = "UserBuildInfo";
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;
}
}
///
/// 玩家存盘选择信息
///
public UserBuildInfo UserBuildInfo
{
get => _userBuildInfo;
private set => _userBuildInfo = value;
}
private UserBuildInfo _userBuildInfo;
///
/// 当前主题玩家选择情况
///
public BuildInfo BuildInfo
{
get => _curBuildInfo;
private set => _curBuildInfo = value;
}
private BuildInfo _curBuildInfo;
///
/// 更换场景
///
public bool ChangeBuildSceneID;
///
/// 已达到的条件
///
public int ReachCondition { get; private set; } = -1;
///
/// 当前场景蓝图
///
public Sprite CurBlueprint;
///
/// 当前场景顶栏图片
///
public Sprite CurTopBuildUI;
///
/// Build场景相机
///
public Camera CurBuildCamera;
///
/// 当前场景节点信息
///
private Dictionary _nodeInfos;
///
///动态加载的图标
///
private Dictionary _iconSprites;
///
/// 已经加载的资源
///
private readonly List _loadAssets = new List();
private BuildData _curBuildData;
private bool _isInit;
public bool BuildInGame;
public async UniTask LoadBuild(string buildID, int reachCondition)
{
InitForStorage();
var buildConfigId = !string.IsNullOrEmpty(buildID) ? buildID : _userBuildInfo.CurBuildId;
if (!TableManager.Instance.Tables.BuildConfig.DataMap.TryGetValue(buildConfigId, out var buildConfig))
{
DebugUtil.LogError("没有{0}的建造配置", buildConfigId);
return;
}
if (GuideMananger.Instance.IsGuiding && !string.IsNullOrEmpty(GuideMananger.Instance.PassLevelID))
{
var guideCondition = int.Parse(GuideMananger.Instance.PassLevelID.Substring("level".Length));
Instance.UpdateReachCondition(guideCondition);
}
else
{
UpdateReachCondition(reachCondition);
}
var buildData = await JsonHelper.LoadFromAddressable(buildConfig.BuildData);
await Init(buildData, true);
await Addressables.LoadSceneAsync(buildConfig.Path).ToUniTask();
_userBuildInfo.CurBuildId = buildConfigId;
StorageManager.Instance.SaveWithoutUpdate();
}
///
/// 获取存盘信息
///
private void InitForStorage()
{
if (_isInit) return;
_userBuildInfo = StorageManager.Instance.GetStorage(NormalConstants.UserBuildSaveKey);
_userBuildInfo ??= new UserBuildInfo();
if (string.IsNullOrEmpty(_userBuildInfo.CurBuildId))
{
_userBuildInfo.CurBuildId = TableManager.Instance.Tables.BuildConfig.DataList[0].ID;
DebugUtil.LogError("无存盘信息, 读默认表:{0}", _userBuildInfo.CurBuildId);
}
}
public async UniTask Init(BuildData buildData, bool inGame = false)
{
if (_isInit && !ChangeBuildSceneID) return;
DebugUtil.LogError("当前建造ID:{0}", buildData.buildID);
BuildInGame = inGame;
_curBuildData = buildData;
_nodeInfos = new Dictionary();
_iconSprites = new Dictionary();
InitNodesInfo();
InitUserBuildInfo();
InitCondition();
await InitIcon();
InitBlueprint();
if (inGame)
CurBuildCamera = CameraManager.Instance.UICamera;
_isInit = true;
}
///
/// 初始化该Build场景的节点信息
///
private void InitNodesInfo()
{
try
{
foreach (var node in _curBuildData.NodeInfos)
{
var nodeInfo = new NodeInfo
{
Name = node.Name,
Options = new Dictionary(),
IconPath = node.IconPath
};
foreach (var option in node.Options)
{
var optionInfo = new OptionInfo()
{
Name = option
};
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);
}
}
///
/// 初始化选择信息
///
private void InitUserBuildInfo()
{
try
{
if (!BuildInGame)
{
StorageManager.Instance.Init();
_userBuildInfo = StorageManager.Instance.GetStorage(UserBuildSaveKey);
}
if (_userBuildInfo == null)
{
var buildId = _curBuildData.buildID;
_userBuildInfo = new UserBuildInfo(buildId);
}
var curBuildID = _curBuildData.buildID;
//获取节点存盘信息
if (!_userBuildInfo.AllChooseNodeInfo.TryGetValue(curBuildID, out var buildInfo))
{
_userBuildInfo.AllChooseNodeInfo.TryAdd(curBuildID, new BuildInfo(curBuildID));
}
foreach (var nodeInfo in _nodeInfos)
{
if (_userBuildInfo.AllChooseNodeInfo[curBuildID].ChooseNodeInfo
.TryGetValue(nodeInfo.Key, out var option))
{
continue;
}
_userBuildInfo.AllChooseNodeInfo[curBuildID].ChooseNodeInfo.TryAdd(nodeInfo.Key, "");
DebugUtil.LogError("当前场景:{0},添加了信息节点:{1},选项:{2}", curBuildID, nodeInfo.Key, "");
}
_curBuildInfo = _userBuildInfo.AllChooseNodeInfo[curBuildID];
//DebugUserChooseNode();
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitUserBuildInfo 初始玩家信息错误 :{0}", e);
}
}
///
/// 初始化条件
///
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;
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;
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);
}
}
///
/// 异步加载该建造物品图标
///
private async UniTask InitIcon()
{
try
{
foreach (var nodeInfo in _nodeInfos.Values)
{
foreach (var optionInfo in nodeInfo.Options.Values)
{
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);
}
}
///
/// 初始化加载选项图标
///
private async UniTask InitOptionIcon(string iconsPath, string optionName)
{
try
{
var path = string.Format(iconsPath, optionName);
var assetPath = path.Replace(Application.dataPath, "").Replace('\\', '/');
var sprite = await AssetManager.Instance.LoadAssetAsync(assetPath);
if (_iconSprites.TryAdd(path, sprite))
return path;
return null;
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitOptionIcon 加载选项图标错误, 路径: {0}, Error: {1}", iconsPath, e);
return null;
}
}
///
/// 加载当前场景蓝图和对应UI
///
private async void InitBlueprint()
{
try
{
var bluePath = string.Format(PathConstants.BuildBlueprint, _curBuildData.buildID);
AssetManager.Instance.Unload(bluePath);
CurBlueprint = await AssetManager.Instance.LoadAssetAsync(bluePath);
var buildUIPath = string.Format(PathConstants.BuildTopUIPath, _curBuildData.buildID);
AssetManager.Instance.Unload(buildUIPath);
CurTopBuildUI = await AssetManager.Instance.LoadAssetAsync(buildUIPath);
}
catch (Exception e)
{
DebugUtil.LogError("BuildManager.InitBlueprint 加载蓝图错误 :{0}", e);
}
}
///
/// 获得选项Icon图标
///
public Sprite GetOptionIcon(string nodeName, string optionName)
{
if (_nodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo))
{
if (_iconSprites.TryGetValue(optionInfo.IconPath, out var sprite))
return sprite;
}
}
return null;
}
///
/// 根据节点获得解锁条件
///
public int GetCondition(string nodeName)
{
var condition = 0;
if (_nodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
condition = nodeInfo.Condition;
}
return condition;
}
///
/// 保存节点
///
public void SaveNodeInfo(string node, string option)
{
if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node, out var oldOption))
{
_curBuildInfo.ChooseNodeInfo[node] = option;
DebugUtil.LogY($"场景{_userBuildInfo.CurBuildId}中的节点{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);
_curBuildInfo.ChooseNodeInfo.Add(node, option);
}
StorageManager.Instance.SaveWithoutUpdate();
}
///
/// 获取下一个解锁节点
///
public string GetNextLockNode()
{
string nodeName = null;
switch (_curBuildData.unlockType)
{
case UnlockType.ForGroup:
{
foreach (var node in _nodeInfos)
{
if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var curNode) &&
_curBuildInfo.ChooseNodeInfo.TryGetValue(node.Value.PreGroup, out var preNode))
{
//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;
}
}
}
var firstNode = _nodeInfos
.OrderBy(kv => kv.Value.Condition)
.FirstOrDefault();
return firstNode.Key;
}
//TODO 按主题解锁
default:
break;
}
//DebugUtil.LogError("得到最小的节点是{0}", nodeName);
return nodeName;
}
///
/// 更新已经达到的条件
///
public void UpdateReachCondition(int condition)
{
//TODO 分场景 、解锁类型、解锁条件
ReachCondition = condition;
}
///
/// 更新本地节点选择
///
public void SetBuildUserInfo(int guideGroupID)
{
_userBuildInfo.GuideGroup = guideGroupID;
StorageManager.Instance.SyncForce = true;
}
///
/// 播放音效
///
public void PlaySound()
{
if (BuildInGame)
AudioManager.Instance.PlaySound(AudioType.SOUND, "S_Btn",
new UnityAudio(false));
}
///
/// Debug 清楚玩家所有选择
///
public void ClearOption()
{
foreach (var node in _nodeInfos)
{
if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var option))
_curBuildInfo.ChooseNodeInfo[node.Key] = "";
}
DebugUserChooseNode();
StorageManager.Instance.SyncForce = true;
}
private void DebugUserChooseNode()
{
foreach (var infos in BuildInfo.ChooseNodeInfo)
{
DebugUtil.LogError("节点 {0} 选择的的是 {1}", infos.Key, infos.Value);
}
}
public void Release()
{
foreach (var icon in _iconSprites)
{
AssetManager.Instance.Unload(icon.Key);
}
CurBlueprint = null;
CurTopBuildUI = null;
}
}
}