571 lines
18 KiB
C#
571 lines
18 KiB
C#
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 UnityEngine.AddressableAssets;
|
||
|
||
namespace Framework.Manager
|
||
{
|
||
/// <summary>
|
||
/// 解锁类型
|
||
/// </summary>
|
||
public enum UnlockType
|
||
{
|
||
[LabelText("按挂点解锁")] ForGroup,
|
||
|
||
[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
|
||
{
|
||
[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<UnlockInfo> unlockInfos;
|
||
[LabelText("挂点数据")] public List<BuildNode> 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<string> Options;
|
||
|
||
[HideInInspector] public string IconPath;
|
||
|
||
[JsonConstructor]
|
||
public BuildNode(string name)
|
||
{
|
||
this.Name = name;
|
||
this.Options = new List<string>();
|
||
this.IconPath = string.Empty;
|
||
}
|
||
|
||
public BuildNode()
|
||
{
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <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;
|
||
|
||
//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);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 节点选项类
|
||
/// </summary>
|
||
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;
|
||
}
|
||
|
||
/// <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
|
||
{
|
||
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;
|
||
|
||
public NodeInfo CurIUnlockNodeInfo;
|
||
|
||
public bool IsChanging = false;
|
||
|
||
/// <summary>
|
||
/// 更换场景
|
||
/// </summary>
|
||
public bool ChangeBuildSceneID;
|
||
|
||
//玩家存盘选择信息
|
||
private UserBuildInfo _userBuildInfo;
|
||
|
||
public UserBuildInfo UserBuildInfo
|
||
{
|
||
get => _userBuildInfo;
|
||
private set => _userBuildInfo = value;
|
||
}
|
||
|
||
//已达到的条件
|
||
public int ReachCondition
|
||
{
|
||
get => _reachCondition;
|
||
private set => _reachCondition = value;
|
||
}
|
||
|
||
private int _reachCondition = -1;
|
||
|
||
//动态加载的图标
|
||
private Dictionary<string, Sprite> _iconSprites;
|
||
|
||
//当前场景蓝图
|
||
public Sprite CurBlueprint;
|
||
|
||
//Build场景相机
|
||
public Camera CurBuildCamera;
|
||
|
||
private BuildData _curBuildData;
|
||
private bool _isInit;
|
||
private bool _isInGame;
|
||
|
||
public async UniTask Init(BuildData buildData, bool inGame = false, UserBuildInfo userBuildInfo = null)
|
||
{
|
||
if (_isInit && !ChangeBuildSceneID) return;
|
||
_curBuildData = buildData;
|
||
NodeInfos = new Dictionary<string, NodeInfo>();
|
||
_iconSprites = new Dictionary<string, Sprite>();
|
||
|
||
InitNodesInfo();
|
||
InitUserBuildInfo(userBuildInfo);
|
||
InitCondition();
|
||
await InitIcon();
|
||
InitBlueprint();
|
||
_isInGame = inGame;
|
||
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
|
||
};
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始化存盘信息
|
||
/// </summary>
|
||
private void InitUserBuildInfo(UserBuildInfo userBuildInfo)
|
||
{
|
||
try
|
||
{
|
||
if(_isInit)return;
|
||
//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, "");
|
||
}
|
||
|
||
//DebugUserChooseNode();
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
DebugUtil.LogError("BuildManager.InitUserBuildInfo 初始玩家信息错误 :{0}", e);
|
||
}
|
||
}
|
||
|
||
/// <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;
|
||
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);
|
||
}
|
||
}
|
||
|
||
/// <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)
|
||
{
|
||
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);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始化加载选项图标
|
||
/// </summary>
|
||
private async UniTask<string> 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<Sprite>(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;
|
||
}
|
||
}
|
||
|
||
/// <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);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更换建造场景
|
||
/// </summary>
|
||
public async void ChangeBuildScene()
|
||
{
|
||
var buildId = _curBuildData.buildID.Equals(NormalConstants.DefaultBuildID) ? "Build_2" : "Build_1";
|
||
var buildPath = string.Format(Framework.Constants.PathConstants.SceneBuildPath, buildId);
|
||
await Addressables.LoadSceneAsync(buildPath).ToUniTask();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获得选项Icon图标
|
||
/// </summary>
|
||
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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据节点获得解锁条件
|
||
/// </summary>
|
||
public int GetCondition(string nodeName)
|
||
{
|
||
var condition = 0;
|
||
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
|
||
{
|
||
condition = nodeInfo.Condition;
|
||
}
|
||
|
||
return condition;
|
||
}
|
||
|
||
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()
|
||
{
|
||
string nodeName = null;
|
||
|
||
switch (_curBuildData.unlockType)
|
||
{
|
||
case UnlockType.ForGroup:
|
||
{
|
||
foreach (var node in NodeInfos)
|
||
{
|
||
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var curNode) &&
|
||
_userBuildInfo.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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新已经达到的条件
|
||
/// </summary>
|
||
public void UpdateReachCondition(int condition)
|
||
{
|
||
//TODO 分场景 、解锁类型、解锁条件
|
||
_reachCondition = condition;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新本地节点选择
|
||
/// </summary>
|
||
public void SetBuildUserInfo(int guideGroupID)
|
||
{
|
||
_userBuildInfo.GuideGroup = guideGroupID;
|
||
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));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Debug 清楚玩家所有选择
|
||
/// </summary>
|
||
public void ClearOption()
|
||
{
|
||
foreach (var node in NodeInfos)
|
||
{
|
||
if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var option))
|
||
_userBuildInfo.ChooseNodeInfo[node.Key] = "";
|
||
}
|
||
|
||
DebugUserChooseNode();
|
||
StorageManager.Instance.SyncForce = true;
|
||
}
|
||
|
||
private void DebugUserChooseNode()
|
||
{
|
||
foreach (var infos in _userBuildInfo.ChooseNodeInfo)
|
||
{
|
||
DebugUtil.LogError("节点 {0} 选择的的是 {1}", infos.Key, infos.Value);
|
||
}
|
||
}
|
||
|
||
public void Release()
|
||
{
|
||
}
|
||
}
|
||
} |