修复保存的bug | 提升性能 | 追加提示

This commit is contained in:
sin365 2024-09-21 23:40:38 +08:00
parent 21f27e76e4
commit b7302cca65
6 changed files with 423 additions and 329 deletions

23
Assets/DebugOpen.cs Normal file
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@ -0,0 +1,23 @@
using UnityEngine;
public class DebugOpen : MonoBehaviour {
public Debugger debugger;
void Awake()
{
debugger.gameObject.SetActive(false);
}
// Update is called once per frame
void Update () {
//按住上方向键+三角建再按下X键
if (Input.GetKey(KeyCode.JoystickButton3) && Input.GetKey(KeyCode.JoystickButton8))
{
if (Input.GetKeyDown(KeyCode.JoystickButton0))
{
debugger.gameObject.SetActive(true);
}
}
}
}

11
Assets/DebugOpen.cs.meta Normal file
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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f4bf72723ac1f6d4b857a876100cd015
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -6,50 +6,64 @@ using UnityEngine.UI;
public class HomeCanvasController : MonoBehaviour
{
private Button newGameButton;
private Button loadGameButton;
private Button exitGameButton;
private Button newGameButton;
private Button loadGameButton;
private Button exitGameButton;
private void Awake()
{
newGameButton = transform.Find("Panel").Find("NewGameButton").GetComponent<Button>();
loadGameButton = transform.Find("Panel").Find("LoadGameButton").GetComponent<Button>();
exitGameButton = transform.Find("Panel").Find("ExitGameButton").GetComponent<Button>();
private void Awake()
{
newGameButton = transform.Find("Panel").Find("NewGameButton").GetComponent<Button>();
loadGameButton = transform.Find("Panel").Find("LoadGameButton").GetComponent<Button>();
exitGameButton = transform.Find("Panel").Find("ExitGameButton").GetComponent<Button>();
newGameButton.onClick.AddListener(() => { NewGameEvent(); });
loadGameButton.onClick.AddListener(() => { LoadGameEvent(); });
exitGameButton.onClick.AddListener(ExitGameEvent);
}
newGameButton.onClick.AddListener(() => { NewGameEvent(); });
loadGameButton.onClick.AddListener(() => { LoadGameEvent(); });
exitGameButton.onClick.AddListener(ExitGameEvent);
}
/// <summary>
/// 新游戏
/// </summary>
public void NewGameEvent()
{
// 设置标识符
PlayerPrefs.SetInt("NewGame", 1);
// 加载场景
SceneManager.LoadScene("Level");
}
/// <summary>
/// 新游戏
/// </summary>
public void NewGameEvent()
{
// 设置标识符
PlayerPrefs.SetInt("NewGame", 1);
// 加载场景
SceneManager.LoadScene("Level");
}
/// <summary>
/// 加载游戏
/// </summary>
public void LoadGameEvent()
{
// 加载游戏存档
if (ResourceManager.Instance.GetGameArchiveStatus()) SceneManager.LoadScene("Level");
}
/// <summary>
/// 加载游戏
/// </summary>
public void LoadGameEvent()
{
// 加载游戏存档
if (ResourceManager.Instance.GetGameArchiveStatus())
{
SceneManager.LoadScene("Level");
// UI 提示
GameManager.Instance.UIManager.ShowInfo("已读档!");
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Save");
}
else
{
// UI 提示
GameManager.Instance.UIManager.ShowInfo("未发现存档!");
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
}
/// <summary>
/// 退出游戏
/// </summary>
public void ExitGameEvent()
{
}
/// <summary>
/// 退出游戏
/// </summary>
public void ExitGameEvent()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}

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@ -1,4 +1,6 @@
using System.Collections.Generic;
using System.IO;
//using System.IO;
using UnityEngine;
@ -7,10 +9,10 @@ using UnityEngine;
/// </summary>
public enum EResourceType
{
Environment,
Item,
Actor,
Enemy,
Environment,
Item,
Actor,
Enemy,
}
/// <summary>
@ -19,10 +21,10 @@ public enum EResourceType
[System.Serializable]
public class MapResourceInfo
{
public int Level;
public EResourceType Type;
public int ID;
public Vector2 Point;
public int Level;
public EResourceType Type;
public int ID;
public Vector2 Point;
}
/// <summary>
@ -31,12 +33,12 @@ public class MapResourceInfo
[System.Serializable]
public class ResourceInfo
{
public EResourceType Type;
public int ID;
public string Name;
public string Info;
public string Path;
public string IconPath;
public EResourceType Type;
public int ID;
public string Name;
public string Info;
public string Path;
public string IconPath;
}
/// <summary>
@ -45,12 +47,12 @@ public class ResourceInfo
[System.Serializable]
public class GameInfo
{
public string MapArchive;
public string PlayerInfo;
public int LevelInfo;
public int MaxLevelInfo;
public string BackpackInfo;
public string PlotInfo;
public string MapArchive;
public string PlayerInfo;
public int LevelInfo;
public int MaxLevelInfo;
public string BackpackInfo;
public string PlotInfo;
//每个层商店购买次数
public int StoreBuyNum_F4 = 0;
public int StoreBuyNum_F12 = 0;
@ -60,187 +62,203 @@ public class GameInfo
public class ResourceManager : Singleton<ResourceManager>
{
//private string _mapInfoPath = Application.dataPath + "/Settings/地图信息.txt";
//private string _propertyInfoPath = Application.dataPath + "/Settings/属性列表.txt";
//private string _mapInfoPath = Application.dataPath + "/Settings/地图信息.txt";
//private string _propertyInfoPath = Application.dataPath + "/Settings/属性列表.txt";
private List<MapResourceInfo> _mapResourceInfoList = new List<MapResourceInfo>();
private Dictionary<EResourceType, Dictionary<int, ResourceInfo>> _resourceInfoDic = new Dictionary<EResourceType, Dictionary<int, ResourceInfo>>();
private List<MapResourceInfo> _mapResourceInfoList = new List<MapResourceInfo>();
private Dictionary<EResourceType, Dictionary<int, ResourceInfo>> _resourceInfoDic = new Dictionary<EResourceType, Dictionary<int, ResourceInfo>>();
#if UNITY_EDITOR
string SaveDataDirPath = Application.persistentDataPath;
#elif UNITY_PSP2
string SaveDataDirPath = "ux0:data/MoTaForPSVita";
#endif
string SaveDataFilePath => SaveDataDirPath + "/GameSaveData.json";
public ResourceManager()
{
LoadPropertyFile();
}
public ResourceManager()
{
LoadPropertyFile();
}
/// <summary>
/// 绑定事件
/// </summary>
public void BindEvent()
{
GameManager.Instance.EventManager.OnSaveGameInput += SaveGameInfoEvent;
GameManager.Instance.EventManager.OnLevelChanged += LoadLevelEvent;
}
/// <summary>
/// 绑定事件
/// </summary>
public void BindEvent()
{
GameManager.Instance.EventManager.OnSaveGameInput += SaveGameInfoEvent;
GameManager.Instance.EventManager.OnLevelChanged += LoadLevelEvent;
}
/// <summary>
/// 新建游戏信息
/// </summary>
public void NewGameInfo()
{
//// 打开 txt 设置地图信息
//using (FileStream fs = new FileStream(_mapInfoPath, FileMode.Open))
//{
// // 创建 txt 字节长度的 byte 数组
// byte[] bytes = new byte[fs.Length];
// // 读取 txt 字节到 byte 数组
// fs.Read(bytes, 0, bytes.Length);
// // 用 utf-8 解码
// string mapStr = System.Text.Encoding.UTF8.GetString(bytes);
// // json 转对象 list
// _mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(mapStr).ToList();
//}
/// <summary>
/// 新建游戏信息
/// </summary>
public void NewGameInfo()
{
//// 打开 txt 设置地图信息
//using (FileStream fs = new FileStream(_mapInfoPath, FileMode.Open))
//{
// // 创建 txt 字节长度的 byte 数组
// byte[] bytes = new byte[fs.Length];
// // 读取 txt 字节到 byte 数组
// fs.Read(bytes, 0, bytes.Length);
// // 用 utf-8 解码
// string mapStr = System.Text.Encoding.UTF8.GetString(bytes);
// // json 转对象 list
// _mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(mapStr).ToList();
//}
//Debug.Log("mapinfo" + Resources.Load<TextAsset>("cfg/mapinfo").text);
_mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(Resources.Load<TextAsset>("cfg/mapinfo").text).ToList();
// 初始化剧情信息
GameManager.Instance.PlotManager.Init();
// 设置层数信息
GameManager.Instance.LevelManager.Level = 1;
// 设置玩家信息
GameManager.Instance.PlayerManager.PlayerInfo = new PlayerInfo
{
Health = 1000,
Attack = 100,
Defence = 100,
Gold = 0,
WeaponID = 32,
ArmorID = 33,
NotepadInfo = "",
};
// 删除标识符
PlayerPrefs.DeleteKey("NewGame");
}
//Debug.Log("mapinfo" + Resources.Load<TextAsset>("cfg/mapinfo").text);
_mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(Resources.Load<TextAsset>("cfg/mapinfo").text).ToList();
/// <summary>
/// 加载资源
/// </summary>
/// <param name="type">资源类型</param>
/// <param name="id">资源 id</param>
/// <returns>资源物体</returns>
public GameObject LoadResource(EResourceType type, int id)
{
// 获取资源属性
ResourceInfo tempInfo = _resourceInfoDic[type][id];
if (null == tempInfo) return null;
//Debug.Log("加载资源:"+ tempInfo.Path);
// 创建资源并返回
return Object.Instantiate(Resources.Load<GameObject>(tempInfo.Path), Vector3.zero, Quaternion.identity);
}
// 初始化剧情信息
GameManager.Instance.PlotManager.Init();
// 设置层数信息
GameManager.Instance.LevelManager.Level = 1;
// 设置玩家信息
GameManager.Instance.PlayerManager.PlayerInfo = new PlayerInfo
{
Health = 1000,
Attack = 100,
Defence = 100,
Gold = 0,
WeaponID = 32,
ArmorID = 33,
NotepadInfo = "",
};
// 删除标识符
PlayerPrefs.DeleteKey("NewGame");
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="type">资源类型</param>
/// <param name="id">资源 id</param>
/// <returns>资源信息</returns>
public ResourceInfo GetResourceInfo(EResourceType type, int id)
{
if (!_resourceInfoDic.ContainsKey(type)) return null;
if (!_resourceInfoDic[type].ContainsKey(id)) return null;
return _resourceInfoDic[type][id];
}
/// <summary>
/// 加载资源
/// </summary>
/// <param name="type">资源类型</param>
/// <param name="id">资源 id</param>
/// <returns>资源物体</returns>
public GameObject LoadResource(EResourceType type, int id)
{
// 获取资源属性
ResourceInfo tempInfo = _resourceInfoDic[type][id];
if (null == tempInfo) return null;
//Debug.Log("加载资源:"+ tempInfo.Path);
// 创建资源并返回
return Object.Instantiate(Resources.Load<GameObject>(tempInfo.Path), Vector3.zero, Quaternion.identity);
}
/// <summary>
/// 获取新游戏状态
/// </summary>
/// <returns></returns>
public bool GetNewGameStatus()
{
return PlayerPrefs.HasKey("NewGame");
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="type">资源类型</param>
/// <param name="id">资源 id</param>
/// <returns>资源信息</returns>
public ResourceInfo GetResourceInfo(EResourceType type, int id)
{
if (!_resourceInfoDic.ContainsKey(type)) return null;
if (!_resourceInfoDic[type].ContainsKey(id)) return null;
return _resourceInfoDic[type][id];
}
/// <summary>
/// 获取游戏存档状态
/// </summary>
/// <returns>是否有存档</returns>
public bool GetGameArchiveStatus()
{
return PlayerPrefs.HasKey("GameInfo");
}
/// <summary>
/// 获取新游戏状态
/// </summary>
/// <returns></returns>
public bool GetNewGameStatus()
{
return PlayerPrefs.HasKey("NewGame");
}
/// <summary>
/// 加载游戏存档
/// </summary>
/// <returns>是否能够加载</returns>
public void LoadGameArchive()
{
// 判断存档是否存在
if (!PlayerPrefs.HasKey("GameInfo")) return;
// json 对象转 GameInfo
GameInfo gameInfo = JsonUtility.FromJson<GameInfo>(PlayerPrefs.GetString("GameInfo"));
// 加载存档
_mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(gameInfo.MapArchive).ToList();
// 加载背包信息
GameManager.Instance.BackpackManager.BackpackDictionary = JsonUtility.FromJson<Serialization<int, ItemInfo>>(gameInfo.BackpackInfo).ToDictionary();
// 加载玩家信息
GameManager.Instance.PlayerManager.PlayerInfo = JsonUtility.FromJson<PlayerInfo>(gameInfo.PlayerInfo);
// 加载剧情信息
GameManager.Instance.PlotManager.PlotDictionary = JsonUtility.FromJson<Serialization<int, int>>(gameInfo.PlotInfo).ToDictionary();
// 加载层数信息
GameManager.Instance.LevelManager.Level = gameInfo.LevelInfo;
GameManager.Instance.LevelManager.MaxLevel = gameInfo.MaxLevelInfo;
}
/// <summary>
/// 获取游戏存档状态
/// </summary>
/// <returns>是否有存档</returns>
public bool GetGameArchiveStatus()
{
#if UNITY_EDITOR_WIN
return PlayerPrefs.HasKey("GameInfo");
#else
return System.IO.File.Exists(SaveDataFilePath);
#endif
/// <summary>
/// 移动玩家位置
/// </summary>
/// <param name="level">关卡</param>
/// <param name="point">位置</param>
public void MovePlayerPointForLevel(int level, Vector2 point)
{
_mapResourceInfoList.ForEach(mri =>
{
if (mri.Level == level && mri.Type == EResourceType.Actor && mri.ID == 1)
{
mri.Point = point;
return;
}
});
}
}
/// <summary>
/// 创建资源到关卡
/// </summary>
/// <param name="level"></param>
/// <param name="type"></param>
/// <param name="id"></param>
/// <param name="point"></param>
public void MakeResourceForLevel(int level, EResourceType type, int id, Vector2 point)
{
_mapResourceInfoList.Add(new MapResourceInfo()
{
Level = level,
Type = type,
ID = id,
Point = point,
});
}
/// <summary>
/// 加载游戏存档
/// </summary>
/// <returns>是否能够加载</returns>
public void LoadGameArchive()
{
// 判断存档是否存在
#if UNITY_EDITOR_WIN
if (!PlayerPrefs.HasKey("GameInfo")) return;
// json 对象转 GameInfo
GameInfo gameInfo = JsonUtility.FromJson<GameInfo>(PlayerPrefs.GetString("GameInfo"));
#else
if (!System.IO.File.Exists(SaveDataFilePath)) return;
GameInfo gameInfo = JsonUtility.FromJson<GameInfo>(System.IO.File.ReadAllText(SaveDataFilePath));
#endif
// 加载存档
_mapResourceInfoList = JsonUtility.FromJson<Serialization<MapResourceInfo>>(gameInfo.MapArchive).ToList();
// 加载背包信息
GameManager.Instance.BackpackManager.BackpackDictionary = JsonUtility.FromJson<Serialization<int, ItemInfo>>(gameInfo.BackpackInfo).ToDictionary();
// 加载玩家信息
GameManager.Instance.PlayerManager.PlayerInfo = JsonUtility.FromJson<PlayerInfo>(gameInfo.PlayerInfo);
// 加载剧情信息
GameManager.Instance.PlotManager.PlotDictionary = JsonUtility.FromJson<Serialization<int, int>>(gameInfo.PlotInfo).ToDictionary();
// 加载层数信息
GameManager.Instance.LevelManager.Level = gameInfo.LevelInfo;
GameManager.Instance.LevelManager.MaxLevel = gameInfo.MaxLevelInfo;
}
/// <summary>
/// 加载属性文件
/// </summary>
private void LoadPropertyFile()
{
/// <summary>
/// 移动玩家位置
/// </summary>
/// <param name="level">关卡</param>
/// <param name="point">位置</param>
public void MovePlayerPointForLevel(int level, Vector2 point)
{
_mapResourceInfoList.ForEach(mri =>
{
if (mri.Level == level && mri.Type == EResourceType.Actor && mri.ID == 1)
{
mri.Point = point;
return;
}
});
}
//Debug.Log("attinfo" + Resources.Load<TextAsset>("cfg/attinfo").text);
List<ResourceInfo> tempList = JsonUtility.FromJson<Serialization<ResourceInfo>>(Resources.Load<TextAsset>("cfg/attinfo").text).ToList();
// 将 list 加入字典
tempList.ForEach(ri =>
{
if (!_resourceInfoDic.ContainsKey(ri.Type)) _resourceInfoDic.Add(ri.Type, new Dictionary<int, ResourceInfo>());
if (!_resourceInfoDic[ri.Type].ContainsKey(ri.ID)) _resourceInfoDic[ri.Type].Add(ri.ID, ri);
});
/// <summary>
/// 创建资源到关卡
/// </summary>
/// <param name="level"></param>
/// <param name="type"></param>
/// <param name="id"></param>
/// <param name="point"></param>
public void MakeResourceForLevel(int level, EResourceType type, int id, Vector2 point)
{
_mapResourceInfoList.Add(new MapResourceInfo()
{
Level = level,
Type = type,
ID = id,
Point = point,
});
}
/*// 判断属性文件是否存在
/// <summary>
/// 加载属性文件
/// </summary>
private void LoadPropertyFile()
{
//Debug.Log("attinfo" + Resources.Load<TextAsset>("cfg/attinfo").text);
List<ResourceInfo> tempList = JsonUtility.FromJson<Serialization<ResourceInfo>>(Resources.Load<TextAsset>("cfg/attinfo").text).ToList();
// 将 list 加入字典
tempList.ForEach(ri =>
{
if (!_resourceInfoDic.ContainsKey(ri.Type)) _resourceInfoDic.Add(ri.Type, new Dictionary<int, ResourceInfo>());
if (!_resourceInfoDic[ri.Type].ContainsKey(ri.ID)) _resourceInfoDic[ri.Type].Add(ri.ID, ri);
});
/*// 判断属性文件是否存在
if (!File.Exists(_propertyInfoPath)) return;
// 打开 txt
using (FileStream fs = new FileStream(_propertyInfoPath, FileMode.Open))
@ -260,115 +278,143 @@ public class ResourceManager : Singleton<ResourceManager>
if (!_resourceInfoDic[ri.Type].ContainsKey(ri.ID)) _resourceInfoDic[ri.Type].Add(ri.ID, ri);
});
}*/
}
}
/// <summary>
/// 加载关卡事件
/// </summary>
/// <param name="oldIndex">旧关卡序号</param>
/// <param name="newIndex">新关卡序号</param>
private void LoadLevelEvent(int oldIndex, int newIndex)
{
// 判断地图信息是否存在
if (_mapResourceInfoList.Count == 0) return;
// 获取当前关卡在用资源
for (int i = _mapResourceInfoList.Count - 1; i >= 0; i--)
{
if (_mapResourceInfoList[i].Level == oldIndex) _mapResourceInfoList.RemoveAt(i);
}
// 更新到资源信息中
GameManager.Instance.PoolManager.UseList.ForEach(u =>
{
EResourceType type = EResourceType.Actor;
switch (u.tag)
{
case "Item":
type = EResourceType.Item;
break;
case "Enemy":
type = EResourceType.Enemy;
break;
case "Environment":
type = EResourceType.Environment;
break;
default:
break;
}
_mapResourceInfoList.Add(new MapResourceInfo
{
Level = oldIndex,
Type = type,
ID = u.GetComponent<ResourceController>().ID,
Point = u.transform.position,
});
});
// 回收资源
GameManager.Instance.PoolManager.RecycleResource();
// 加载资源
foreach (var info in _mapResourceInfoList)
{
// 判断关卡一致
if (info.Level == newIndex)
{
GameObject tempObj = GameManager.Instance.PoolManager.GetResourceInFreePool(info.Type, info.ID);
tempObj.transform.position = info.Point;
}
}
// 加载完毕执行事件
GameManager.Instance.EventManager.OnResourceLoaded?.Invoke();
}
/// <summary>
/// 加载关卡事件
/// </summary>
/// <param name="oldIndex">旧关卡序号</param>
/// <param name="newIndex">新关卡序号</param>
private void LoadLevelEvent(int oldIndex, int newIndex)
{
// 判断地图信息是否存在
if (_mapResourceInfoList.Count == 0) return;
// 获取当前关卡在用资源
for (int i = _mapResourceInfoList.Count - 1; i >= 0; i--)
{
if (_mapResourceInfoList[i].Level == oldIndex) _mapResourceInfoList.RemoveAt(i);
}
// 更新到资源信息中
GameManager.Instance.PoolManager.UseList.ForEach(u =>
{
EResourceType type = EResourceType.Actor;
switch (u.tag)
{
case "Item":
type = EResourceType.Item;
break;
case "Enemy":
type = EResourceType.Enemy;
break;
case "Environment":
type = EResourceType.Environment;
break;
default:
break;
}
_mapResourceInfoList.Add(new MapResourceInfo
{
Level = oldIndex,
Type = type,
ID = u.GetComponent<ResourceController>().ID,
Point = u.transform.position,
});
});
// 回收资源
GameManager.Instance.PoolManager.RecycleResource();
// 加载资源
foreach (var info in _mapResourceInfoList)
{
// 判断关卡一致
if (info.Level == newIndex)
{
GameObject tempObj = GameManager.Instance.PoolManager.GetResourceInFreePool(info.Type, info.ID);
tempObj.transform.position = info.Point;
}
}
// 加载完毕执行事件
GameManager.Instance.EventManager.OnResourceLoaded?.Invoke();
}
/// <summary>
/// 保存游戏信息事件
/// </summary>
private void SaveGameInfoEvent()
{
// 删除当前关卡资源
for (int i = _mapResourceInfoList.Count - 1; i >= 0; i--)
{
if (_mapResourceInfoList[i].Level == GameManager.Instance.LevelManager.Level) _mapResourceInfoList.RemoveAt(i);
}
// 将在用对象池资源加入资源信息中
GameManager.Instance.PoolManager.UseList.ForEach(u =>
{
EResourceType type = EResourceType.Actor;
switch (u.tag)
{
case "Item":
type = EResourceType.Item;
break;
case "Enemy":
type = EResourceType.Enemy;
break;
case "Environment":
type = EResourceType.Environment;
break;
}
_mapResourceInfoList.Add(new MapResourceInfo
{
Level = GameManager.Instance.LevelManager.Level,
Type = type,
ID = u.GetComponent<ResourceController>().ID,
Point = u.transform.position,
});
});
// 获取游戏信息
GameInfo gameInfo = new GameInfo
{
MapArchive = JsonUtility.ToJson(new Serialization<MapResourceInfo>(_mapResourceInfoList)),
PlayerInfo = JsonUtility.ToJson(GameManager.Instance.PlayerManager.PlayerInfo),
LevelInfo = GameManager.Instance.LevelManager.Level,
MaxLevelInfo = GameManager.Instance.LevelManager.MaxLevel,
BackpackInfo = JsonUtility.ToJson(new Serialization<int, ItemInfo>(GameManager.Instance.BackpackManager.BackpackDictionary)),
PlotInfo = JsonUtility.ToJson(new Serialization<int, int>(GameManager.Instance.PlotManager.PlotDictionary)),
/// <summary>
/// 保存游戏信息事件
/// </summary>
private void SaveGameInfoEvent()
{
// 删除当前关卡资源
for (int i = _mapResourceInfoList.Count - 1; i >= 0; i--)
{
if (_mapResourceInfoList[i].Level == GameManager.Instance.LevelManager.Level) _mapResourceInfoList.RemoveAt(i);
}
// 将在用对象池资源加入资源信息中
GameManager.Instance.PoolManager.UseList.ForEach(u =>
{
EResourceType type = EResourceType.Actor;
switch (u.tag)
{
case "Item":
type = EResourceType.Item;
break;
case "Enemy":
type = EResourceType.Enemy;
break;
case "Environment":
type = EResourceType.Environment;
break;
}
_mapResourceInfoList.Add(new MapResourceInfo
{
Level = GameManager.Instance.LevelManager.Level,
Type = type,
ID = u.GetComponent<ResourceController>().ID,
Point = u.transform.position,
});
});
// 获取游戏信息
GameInfo gameInfo = new GameInfo
{
MapArchive = JsonUtility.ToJson(new Serialization<MapResourceInfo>(_mapResourceInfoList)),
PlayerInfo = JsonUtility.ToJson(GameManager.Instance.PlayerManager.PlayerInfo),
LevelInfo = GameManager.Instance.LevelManager.Level,
MaxLevelInfo = GameManager.Instance.LevelManager.MaxLevel,
BackpackInfo = JsonUtility.ToJson(new Serialization<int, ItemInfo>(GameManager.Instance.BackpackManager.BackpackDictionary)),
PlotInfo = JsonUtility.ToJson(new Serialization<int, int>(GameManager.Instance.PlotManager.PlotDictionary)),
};
// 保存资源信息
PlayerPrefs.SetString("GameInfo", JsonUtility.ToJson(gameInfo));
// UI 提示
GameManager.Instance.UIManager.ShowInfo("游戏保存成功!");
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Save");
}
// 保存资源信息
try
{
#if UNITY_EDITOR_WIN
PlayerPrefs.SetString("GameInfo", JsonUtility.ToJson(gameInfo));
#else
Debug.Log($"SaveDataDirPath->{SaveDataDirPath}");
Debug.Log($"Directory.Exists(SaveDataDirPath)->{Directory.Exists(SaveDataDirPath)}");
if (!Directory.Exists(SaveDataDirPath))
{
Debug.Log($"Directory.CreateDirectory(SaveDataDirPath)");
Directory.CreateDirectory(SaveDataDirPath);
}
string savestring = JsonUtility.ToJson(gameInfo);
Debug.Log($"savestring->{savestring}");
File.WriteAllText(SaveDataFilePath, savestring);
#endif
// UI 提示
GameManager.Instance.UIManager.ShowInfo("游戏已存档!");
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Save");
}
catch
{
// UI 提示
GameManager.Instance.UIManager.ShowInfo("存档失败!");
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
}
}
}