2024-11-21【Unity】记录

namespace ET
{
    /// <summary>
    /// 额外存档:设置
    /// </summary>
    public class MSaveSetting : MSaveBase
    {
        public override void InitDefault()
        {
        }
    }
    
    /// <summary>
    /// 主存档,按槽位区分。
    /// 自动槽位0,1,2...
    /// 手动槽位0,1,2...
    /// </summary>
    public class MSaveGame : MSaveBase
    {
        public byte[] playerHideBag; // 全部使用Hidebag,增强【改名】【删除代码】带来的兼容问题

        public override void InitDefault()
        {
        }
    }
    
    public abstract class MSaveBase
    {
        public long SaveTime;
        public abstract void InitDefault();
    }
    
    public class MSaveManager
    {
        [StaticField] public static MSaveManager Ins;
        public string UserDir;
        private string UserSaveDir;
        private const string Manual = "manual";
        private const int ManualBackupCount = 5; //手动存档最大个数
        private const string Auto = "auto";
        private const int AutoBackupCount = 10; //自动存档最大个数
        private const string Only = "only"; // 唯一存档
        public static void Initialize(string rootDir, string userId)
        {
            Ins = new MSaveManager();
            Ins.UserDir =  Path.Combine(rootDir, userId);
            Ins.UserSaveDir =  Path.Combine(Ins.UserDir, "Save");
            Ins.LoadAll();
        }

        private MSaveSetting MSaveSetting_Only;
        private MSaveGame MSaveGame_Only;
        private MSaveGame[] MSaveGame_Manual = new MSaveGame[ManualBackupCount];
        private MSaveGame[] MSaveGame_Auto = new MSaveGame[AutoBackupCount];
        
        public void LoadAll()
        {
            MSaveSetting_Only = GetSaveSetting();
            MSaveGame_Only = GetSaveGame_Only();
            for (int i = 0; i < ManualBackupCount; i++)
            {
                MSaveGame_Manual[i] = null;
                GetSaveGame_Manual(i);
            }
            
            for (int i = 0; i < AutoBackupCount; i++)
            {
                MSaveGame_Auto[i] = null;
                GetSaveGame_Auto(i);
            }
        }
        
        /// <summary>
        /// root/player1/auto_0,1,2.dat
        /// root/player1/manual_0,1,2.dat
        /// </summary>
        private string GetSaveFullPath(string fileName)
        {
            return Path.Combine(this.UserSaveDir, $"/{fileName}.dat");
        }

        /// <summary>
        /// 没有返回null,不会新建
        /// </summary>
        public MSaveGame GetSaveGame_Manual(int slot = 0)
        {
            if (slot >= ManualBackupCount)
            {
                $"存档id越界{slot}".WriteErrorLine();
                return null;
            }

            if (MSaveGame_Manual[slot] == null)
            {
                string saveDataFile = this.GetSaveFullPath($"{Manual}_{slot}");
                MSaveGame_Manual[slot] = Load<MSaveGame>(saveDataFile, false);
            }
            
            return MSaveGame_Manual[slot];
        }
        
        /// <summary>
        /// 没有返回null,不会新建
        /// </summary>
        public MSaveGame GetSaveGame_Auto(int slot = 0)
        {
            if (slot >= AutoBackupCount)
            {
                $"存档id越界{slot}".WriteErrorLine();
                return null;
            }
            
            if (MSaveGame_Auto[slot] == null)
            {
                string saveDataFile = this.GetSaveFullPath($"{Auto}_{slot}");
                MSaveGame_Auto[slot] = Load<MSaveGame>(saveDataFile, false);
            }
            
            return MSaveGame_Auto[slot];
        }
        
        /// <summary>
        /// 没有会新建
        /// </summary>
        public MSaveGame GetSaveGame_Only()
        {
            if (MSaveGame_Only == null)
            {
                string saveDataFile = this.GetSaveFullPath($"{Only}_MSaveGame");
                MSaveGame_Only = Load<MSaveGame>(saveDataFile, true);
            }
            
            return MSaveGame_Only;
        }
        
        /// <summary>
        /// 没有会新建
        /// </summary>
        public MSaveSetting GetSaveSetting()
        {
            if (MSaveSetting_Only == null)
            {
                string saveDataFile = this.GetSaveFullPath($"{Only}_MSaveSetting");
                MSaveSetting_Only = Load<MSaveSetting>(saveDataFile, true);
            }
            
            return MSaveSetting_Only;
        }
        
        /// <summary>
        /// 运行时,凡是调用过Save的数据,都会进行保存。
        /// 保存是实时保存到:当前最新存档。
        /// </summary>
        private void Save<T>(T classData, string fullPath) where T : MSaveBase, new()
        {
            if (classData == null)
            {
                "存储错误,数据为空".WriteErrorLine();
                return;
            }
            
            string json = MongoHelper.ToJson(classData);
            string data = MEncryptHelper.Encrypt(json, MEncryptHelper.APP_SECRET);
            
            StreamWriter streamWriter = File.CreateText(fullPath);
            streamWriter.Write(data);
            streamWriter.Close();
        }
        
        private T Load<T>(string fullPath, bool needNew) where T : MSaveBase, new()
        {
            if (!File.Exists(fullPath))
            {
                if (!needNew)
                {
                    return null;
                }

                T t = new T();
                t.InitDefault();
                this.Save<T>(t, fullPath);
            }
            
            StreamReader streamReader = File.OpenText(fullPath);
            string data = streamReader.ReadToEnd();
            //对数据进行解密,32位解密密钥
            data = MEncryptHelper.Decrypt(data, MEncryptHelper.APP_SECRET);
            streamReader.Close();
            T loadedData = MongoHelper.FromJson<T>(data);
            
            return loadedData;
        }
        
        public void DeleteAllData()
        {
            FileHelper.CleanDirectory(UserSaveDir);
        }
    }
}
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