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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class AchievementManager : MonoBehaviour
- {
- public static AchievementManager Instance { get; private set; }
-
- [Header("成就列表")]
- public List<AchievementSO> allAchievements = new List<AchievementSO>();
-
- private Dictionary<string, AchievementData> achievementProgress = new Dictionary<string, AchievementData>();
- private Dictionary<AchievementType, int> sessionIncrement = new Dictionary<AchievementType, int>();
-
- private const string GUEST_ACHIEVEMENTS = "guest_achievements_data";
-
- private bool isInitialized = false;
- public bool IsInitialized => isInitialized;
- private static readonly BuiltInAchievementDefinition[] BuiltInAchievements =
- {
- new BuiltInAchievementDefinition("first_room", "初次探索", "完成1个房间", 1, AchievementType.CompleteRooms, 20),
- new BuiltInAchievementDefinition("first_correct_answer", "答题新星", "答对1道题目", 1, AchievementType.AnswerCorrect, 20)
- };
-
- private void Awake()
- {
- if (Instance == null)
- {
- Instance = this;
- DontDestroyOnLoad(gameObject);
- }
- else
- {
- Destroy(gameObject);
- }
- }
-
- private void Start()
- {
- StartCoroutine(WaitAndLoadAchievements());
- }
-
- IEnumerator WaitAndLoadAchievements()
- {
- while (LoginManager.Instance == null)
- {
- yield return null;
- }
-
- while (!LoginManager.Instance.isLoggedIn && !LoginManager.Instance.IsGuest())
- {
- yield return null;
- }
-
- yield return new WaitForSeconds(0.1f);
-
- LoadAchievements();
- }
-
- public void LoadAchievements()
- {
- achievementProgress.Clear();
- sessionIncrement.Clear();
- isInitialized = false;
-
- bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
-
- Debug.Log($"加载成就数据,是否游客模式: {isGuest}");
-
- if (isGuest)
- {
- LoadGuestAchievements();
- InitializeMissingAchievements();
- isInitialized = true;
- }
- else
- {
- LoadServerAchievements();
- }
- }
-
- void LoadGuestAchievements()
- {
- string json = PlayerPrefs.GetString(GUEST_ACHIEVEMENTS, "");
-
- if (!string.IsNullOrEmpty(json))
- {
- AchievementSaveData saveData = JsonUtility.FromJson<AchievementSaveData>(json);
-
- if (saveData != null && saveData.achievements != null)
- {
- foreach (var data in saveData.achievements)
- {
- achievementProgress[data.achievementId] = data;
- }
-
- Debug.Log($"游客成就数据已加载,共 {saveData.achievements.Count} 个");
- }
- }
- else
- {
- Debug.Log("未找到游客成就数据,将使用初始数据");
- }
- }
-
- void LoadServerAchievements()
- {
- if (NetworkManager.Instance == null)
- {
- Debug.LogWarning("NetworkManager未初始化,无法加载在线成就");
- InitializeMissingAchievements();
- isInitialized = true;
- return;
- }
-
- NetworkManager.Instance.GetAchievements(
- response =>
- {
- if (response.success && response.data != null && response.data.Length > 0)
- {
- foreach (var serverData in response.data)
- {
- AchievementData data = new AchievementData
- {
- achievementId = serverData.achievementId,
- currentValue = serverData.currentValue,
- isUnlocked = serverData.isUnlocked
- };
-
- achievementProgress[data.achievementId] = data;
- }
-
- Debug.Log($"在线成就数据已加载,共 {response.data.Length} 个");
- }
- else
- {
- Debug.Log("服务器无成就数据,将初始化新数据");
- }
-
- InitializeMissingAchievements();
- isInitialized = true;
- },
- error =>
- {
- Debug.LogWarning($"加载在线成就失败: {error}");
- InitializeMissingAchievements();
- isInitialized = true;
- }
- );
- }
-
- void InitializeMissingAchievements()
- {
- int newCount = 0;
- foreach (var achievementSO in allAchievements)
- {
- if (!achievementProgress.ContainsKey(achievementSO.achievementId))
- {
- AchievementData data = new AchievementData
- {
- achievementId = achievementSO.achievementId,
- achievementName = achievementSO.achievementName,
- description = achievementSO.description,
- targetValue = achievementSO.targetValue,
- currentValue = 0,
- isUnlocked = false,
- icon = achievementSO.icon,
- reward = achievementSO.reward
- };
-
- achievementProgress[data.achievementId] = data;
- newCount++;
- }
- else
- {
- AchievementData data = achievementProgress[achievementSO.achievementId];
- data.achievementName = achievementSO.achievementName;
- data.description = achievementSO.description;
- data.targetValue = achievementSO.targetValue;
- data.icon = achievementSO.icon;
- data.reward = achievementSO.reward;
- }
- }
-
- Debug.Log($"成就初始化完成,共 {achievementProgress.Count} 个成就,新增 {newCount} 个");
- }
-
- void EnsureBuiltInAchievements(ref int newCount)
- {
- foreach (var builtInAchievement in BuiltInAchievements)
- {
- Sprite fallbackIcon = FindReusableIcon(builtInAchievement.achievementType);
- if (!achievementProgress.ContainsKey(builtInAchievement.achievementId))
- {
- achievementProgress[builtInAchievement.achievementId] = builtInAchievement.ToData(fallbackIcon);
- newCount++;
- }
- else
- {
- builtInAchievement.Refresh(achievementProgress[builtInAchievement.achievementId], fallbackIcon);
- }
- }
- }
- Sprite FindReusableIcon(AchievementType achievementType)
- {
- Sprite fallbackIcon = null;
- foreach (var achievementSO in allAchievements)
- {
- if (achievementSO == null || achievementSO.icon == null)
- {
- continue;
- }
- if (achievementSO.achievementType == achievementType)
- {
- return achievementSO.icon;
- }
- if (fallbackIcon == null)
- {
- fallbackIcon = achievementSO.icon;
- }
- }
- return fallbackIcon;
- }
- public void UpdateAchievement(AchievementType type, int value)
- {
- if (value <= 0)
- {
- return;
- }
-
- if (!sessionIncrement.ContainsKey(type))
- {
- sessionIncrement[type] = 0;
- }
- sessionIncrement[type] += value;
-
- Debug.Log($"成就 {type} 本局增量: {value}, 累计本局: {sessionIncrement[type]}");
-
- int ignoredNewCount = 0;
- EnsureBuiltInAchievements(ref ignoredNewCount);
- HashSet<string> updatedIds = new HashSet<string>();
-
- foreach (var achievementSO in allAchievements)
- {
- if (achievementSO.achievementType == type)
- {
- if (updatedIds.Contains(achievementSO.achievementId))
- {
- continue;
- }
- updatedIds.Add(achievementSO.achievementId);
-
- if (achievementProgress.ContainsKey(achievementSO.achievementId))
- {
- AchievementData data = achievementProgress[achievementSO.achievementId];
-
- if (!data.isUnlocked)
- {
- data.currentValue += value;
-
- if (data.currentValue >= data.targetValue)
- {
- data.currentValue = data.targetValue;
- data.isUnlocked = true;
-
- Debug.Log($"成就解锁:{data.achievementName}");
- }
- }
- }
- }
- }
- foreach (var builtInAchievement in BuiltInAchievements)
- {
- if (builtInAchievement.achievementType != type || updatedIds.Contains(builtInAchievement.achievementId))
- {
- continue;
- }
- updatedIds.Add(builtInAchievement.achievementId);
- UpdateAchievementData(builtInAchievement.achievementId, value);
- }
- }
-
- public void SetAchievementProgress(AchievementType type, int value)
- {
- int ignoredNewCount = 0;
- EnsureBuiltInAchievements(ref ignoredNewCount);
- HashSet<string> updatedIds = new HashSet<string>();
-
- foreach (var achievementSO in allAchievements)
- {
- if (achievementSO.achievementType == type)
- {
- if (updatedIds.Contains(achievementSO.achievementId))
- {
- continue;
- }
- updatedIds.Add(achievementSO.achievementId);
-
- if (achievementProgress.ContainsKey(achievementSO.achievementId))
- {
- AchievementData data = achievementProgress[achievementSO.achievementId];
-
- if (!data.isUnlocked)
- {
- data.currentValue = value;
-
- if (data.currentValue >= data.targetValue)
- {
- data.currentValue = data.targetValue;
- data.isUnlocked = true;
-
- Debug.Log($"成就解锁:{data.achievementName}");
- }
- }
- }
- }
- }
- foreach (var builtInAchievement in BuiltInAchievements)
- {
- if (builtInAchievement.achievementType != type || updatedIds.Contains(builtInAchievement.achievementId))
- {
- continue;
- }
- updatedIds.Add(builtInAchievement.achievementId);
- SetAchievementData(builtInAchievement.achievementId, value);
- }
- }
-
- public int GetAccumulatedValue(AchievementType type)
- {
- int total = 0;
- foreach (var achievementSO in allAchievements)
- {
- if (achievementSO.achievementType == type)
- {
- if (achievementProgress.ContainsKey(achievementSO.achievementId))
- {
- total = Mathf.Max(total, achievementProgress[achievementSO.achievementId].currentValue);
- }
- }
- }
- return total;
- }
- void UpdateAchievementData(string achievementId, int value)
- {
- if (!achievementProgress.ContainsKey(achievementId))
- {
- return;
- }
- AchievementData data = achievementProgress[achievementId];
- if (data.isUnlocked)
- {
- return;
- }
- data.currentValue += value;
- if (data.currentValue >= data.targetValue)
- {
- data.currentValue = data.targetValue;
- data.isUnlocked = true;
- Debug.Log($"成就解锁:{data.achievementName}");
- }
- }
- void SetAchievementData(string achievementId, int value)
- {
- if (!achievementProgress.ContainsKey(achievementId))
- {
- return;
- }
- AchievementData data = achievementProgress[achievementId];
- if (data.isUnlocked)
- {
- return;
- }
- data.currentValue = value;
- if (data.currentValue >= data.targetValue)
- {
- data.currentValue = data.targetValue;
- data.isUnlocked = true;
- Debug.Log($"成就解锁:{data.achievementName}");
- }
- }
-
- public List<AchievementData> GetAllAchievements()
- {
- int ignoredNewCount = 0;
- EnsureBuiltInAchievements(ref ignoredNewCount);
- return new List<AchievementData>(achievementProgress.Values);
- }
-
- public int GetUnlockedCount()
- {
- int count = 0;
- foreach (var data in achievementProgress.Values)
- {
- if (data.isUnlocked) count++;
- }
- return count;
- }
-
- public int GetTotalCount()
- {
- return achievementProgress.Count;
- }
-
- public void SaveAchievements()
- {
- bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
-
- if (isGuest)
- {
- SaveGuestAchievements();
- }
- else
- {
- SaveServerAchievements();
- }
- }
-
- void SaveServerAchievements()
- {
- if (NetworkManager.Instance == null)
- {
- Debug.LogWarning("NetworkManager未初始化,无法保存在线成就");
- return;
- }
-
- List<AchievementSyncItem> syncItems = new List<AchievementSyncItem>();
- foreach (var data in achievementProgress.Values)
- {
- syncItems.Add(new AchievementSyncItem
- {
- achievementId = data.achievementId,
- currentValue = data.currentValue,
- isUnlocked = data.isUnlocked
- });
- }
-
- AchievementSyncRequest request = new AchievementSyncRequest
- {
- achievements = syncItems.ToArray()
- };
-
- NetworkManager.Instance.SyncAchievements(request,
- response =>
- {
- if (response.success)
- {
- Debug.Log($"在线成就同步成功!共 {syncItems.Count} 个成就");
- sessionIncrement.Clear();
- }
- else
- {
- Debug.LogWarning($"在线成就同步失败: {response.message}");
- }
- },
- error =>
- {
- Debug.LogWarning($"在线成就同步请求失败: {error}");
- }
- );
- }
-
- public void SaveGuestAchievements()
- {
- AchievementSaveData saveData = new AchievementSaveData
- {
- achievements = new List<AchievementData>(achievementProgress.Values)
- };
-
- string json = JsonUtility.ToJson(saveData);
- PlayerPrefs.SetString(GUEST_ACHIEVEMENTS, json);
- PlayerPrefs.Save();
-
- sessionIncrement.Clear();
-
- Debug.Log("游客成就数据已保存到本地");
- }
-
- public void ResetAchievements()
- {
- achievementProgress.Clear();
- sessionIncrement.Clear();
-
- bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
-
- if (isGuest)
- {
- PlayerPrefs.DeleteKey(GUEST_ACHIEVEMENTS);
- PlayerPrefs.Save();
- }
-
- InitializeMissingAchievements();
- Debug.Log("成就已重置");
- }
-
- public void SyncToServer()
- {
- if (LoginManager.Instance == null || LoginManager.Instance.IsGuest())
- {
- Debug.Log("游客模式,不同步成就到服务器");
- return;
- }
-
- SaveServerAchievements();
- }
- }
- [Serializable]
- public class AchievementSaveData
- {
- public List<AchievementData> achievements;
- }
- public class BuiltInAchievementDefinition
- {
- public string achievementId;
- public string achievementName;
- public string description;
- public int targetValue;
- public AchievementType achievementType;
- public int reward;
- public BuiltInAchievementDefinition(string achievementId, string achievementName, string description,
- int targetValue, AchievementType achievementType, int reward)
- {
- this.achievementId = achievementId;
- this.achievementName = achievementName;
- this.description = description;
- this.targetValue = targetValue;
- this.achievementType = achievementType;
- this.reward = reward;
- }
- public AchievementData ToData(Sprite icon)
- {
- return new AchievementData
- {
- achievementId = achievementId,
- achievementName = achievementName,
- description = description,
- targetValue = targetValue,
- currentValue = 0,
- isUnlocked = false,
- icon = icon,
- reward = reward
- };
- }
- public void Refresh(AchievementData data, Sprite icon)
- {
- data.achievementName = achievementName;
- data.description = description;
- data.targetValue = targetValue;
- data.icon = icon;
- data.reward = reward;
- }
- }
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