MoTaForPSVita/Assets/Scripts/Manager/ResourceManager.cs

375 lines
12 KiB
C#

using System.Collections.Generic;
//using System.IO;
using UnityEngine;
/// <summary>
/// 资源类型
/// </summary>
public enum EResourceType
{
Environment,
Item,
Actor,
Enemy,
}
/// <summary>
/// 地图资源信息
/// </summary>
[System.Serializable]
public class MapResourceInfo
{
public int Level;
public EResourceType Type;
public int ID;
public Vector2 Point;
}
/// <summary>
/// 资源信息
/// </summary>
[System.Serializable]
public class ResourceInfo
{
public EResourceType Type;
public int ID;
public string Name;
public string Info;
public string Path;
public string IconPath;
}
/// <summary>
/// 游戏信息 用于存档
/// </summary>
[System.Serializable]
public class GameInfo
{
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;
public int StoreBuyNum_F32 = 0;
public int StoreBuyNum_F46 = 0;
}
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 List<MapResourceInfo> _mapResourceInfoList = new List<MapResourceInfo>();
private Dictionary<EResourceType, Dictionary<int, ResourceInfo>> _resourceInfoDic = new Dictionary<EResourceType, Dictionary<int, ResourceInfo>>();
public ResourceManager()
{
LoadPropertyFile();
}
/// <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();
//}
//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");
}
/// <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>
/// 获取新游戏状态
/// </summary>
/// <returns></returns>
public bool GetNewGameStatus()
{
return PlayerPrefs.HasKey("NewGame");
}
/// <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>
/// 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>
/// 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))
{
// 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 infoStr = System.Text.Encoding.UTF8.GetString(bytes);
// json 转对象 list
List<ResourceInfo> tempList = JsonUtility.FromJson<Serialization<ResourceInfo>>(infoStr).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>
/// 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)),
};
// 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");
}
}