220 lines
5.4 KiB
C#
220 lines
5.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using PhxhSDK;
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using PhxhSDK.AOT.VersionUpdate;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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/// <summary>
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/// BI事件 用于本地缓存一次性事件
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/// </summary>
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public class StorageEvent
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{
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public List<string> EventList { get; set; }
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public StorageEvent()
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{
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EventList = new List<string>();
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}
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public StorageEvent(List<string> eventStringList)
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{
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EventList = eventStringList;
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}
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}
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/// <summary>
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/// BI 需要上报的关卡内信息
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/// </summary>
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public class BILevelInfo
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{
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public int level_id { get; set; }
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// 0:主线 / 1:资源 / 2: 剧情 / 3: 战役 / 4: 非法值
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public int level_type { get; set; } = 4;
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// 0:无难度区分 / 1: 简单 / 2: 困难
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public int difficulty { get; set; }
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// 0:开始 /1: 成功 / 2 :失败 / 3: 中途退出
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public int level_event { get; set; }
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// 1:标识开启扫荡
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public int param0 { get; set; }
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// 标识扫荡次数
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public int param1 { get; set; }
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public BILevelInfo()
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{
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}
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public BILevelInfo(int levelID, int levelType, int difficulty, int levelEvent, int param0, int param1, int param2)
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{
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level_id = levelID;
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level_type = levelType;
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this.difficulty = difficulty;
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level_event = levelEvent;
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this.param0 = param0;
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this.param1 = param1;
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}
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public void Clone(BILevelInfo biLevelInfo)
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{
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level_id = biLevelInfo.level_id;
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level_type = biLevelInfo.level_type;
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difficulty = biLevelInfo.difficulty;
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level_event = biLevelInfo.level_event;
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param0 = biLevelInfo.param0;
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param1 = biLevelInfo.param1;
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}
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}
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/// <summary>
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/// BI 需要上报的关卡内信息
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/// </summary>
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public class BIBaseInfo
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{
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/// <summary>
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/// 游戏ID
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/// </summary>
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public string app_name;
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/// <summary>
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/// 渠道
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/// </summary>
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public string channel;
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/// <summary>
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/// 设备型号
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/// </summary>
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public string model;
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/// <summary>
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/// 设备ID
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/// </summary>
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public string uuid;
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/// <summary>
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/// 分辨率
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/// </summary>
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public string resolution;
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/// <summary>
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/// 操作系统 安卓 ios
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/// </summary>
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public string platform;
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/// <summary>
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/// 操作系统
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/// </summary>
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public string os;
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/// <summary>
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/// 系统内存
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/// </summary>
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public string storage_info;
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/// <summary>
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/// 客户端版本
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/// </summary>
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public string version;
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/// <summary>
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/// build code
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/// </summary>
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public string build_code;
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/// <summary>
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/// 资源版本
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/// </summary>
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public string assets_version;
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/// <summary>
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/// 游戏语言
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/// </summary>
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public string language;
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/// <summary>
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/// 玩家id
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/// </summary>
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public string actor_id;
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/// <summary>
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/// 第三方账号源
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/// </summary>
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public string third_platform;
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/// <summary>
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/// 第三方id
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/// </summary>
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public string third_id;
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/// <summary>
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/// 中台access key
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/// </summary>
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public string access_key;
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public BIBaseInfo()
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{
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// TODO gameid获取
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app_name = "nld";
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channel = PackDataInst.Inst.localInfo.workSpace;
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access_key = PackDataInst.Inst.localInfo.httpAccessKey;
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model = SystemInfo.deviceModel;
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uuid = SystemInfo.deviceUniqueIdentifier;
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resolution = Screen.width + "x" + Screen.height;
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#if UNITY_EDITOR
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if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
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platform = "Android";
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else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS)
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platform = "iOS";
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else
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platform = "Editor";
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#else
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platform = Application.platform == RuntimePlatform.Android ? "Android" :
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Application.platform == RuntimePlatform.IPhonePlayer ? "iOS" : "Other";
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#endif
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os = SystemInfo.operatingSystem;
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storage_info = SystemInfo.systemMemorySize.ToString();
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version = Application.version;
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build_code = PackDataInst.Inst.localInfo.buildCode;
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assets_version = PackDataInst.Inst.localInfo.localFullVersion;
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language = LanguageManager.CurLanguage.ToString();
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}
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public void SetUserInfo()
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{
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actor_id = SDKManager.Instance.ApplicationUserID;
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third_platform = SDKManager.Instance.ThirdPartyPlatform;
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third_id = SDKManager.Instance.ThirdPartyUserID;
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}
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/// <summary>
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/// 打印所有属性值到控制台
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/// </summary>
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public void PrintAllValues()
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{
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Debug.Log("===== BIBaseInfo 所有属性值 =====");
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Debug.Log($"app_name: {app_name}");
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Debug.Log($"channel: {channel}");
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Debug.Log($"model: {model}");
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Debug.Log($"uuid: {uuid}");
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Debug.Log($"resolution: {resolution}");
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Debug.Log($"platform: {platform}");
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Debug.Log($"os: {os}");
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Debug.Log($"version: {version}");
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Debug.Log($"build_code: {build_code}");
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Debug.Log($"assets_version: {assets_version}");
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Debug.Log($"language: {language}");
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Debug.Log($"actor_id: {actor_id}");
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Debug.Log($"third_platform: {third_platform}");
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Debug.Log($"third_id: {third_id}");
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Debug.Log($"storage_info: {storage_info}");
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Debug.Log("================================");
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}
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} |