AchievementManager.cs 17 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class AchievementManager : MonoBehaviour
  6. {
  7. public static AchievementManager Instance { get; private set; }
  8. [Header("成就列表")]
  9. public List<AchievementSO> allAchievements = new List<AchievementSO>();
  10. private Dictionary<string, AchievementData> achievementProgress = new Dictionary<string, AchievementData>();
  11. private Dictionary<AchievementType, int> sessionIncrement = new Dictionary<AchievementType, int>();
  12. private const string GUEST_ACHIEVEMENTS = "guest_achievements_data";
  13. private bool isInitialized = false;
  14. public bool IsInitialized => isInitialized;
  15. private static readonly BuiltInAchievementDefinition[] BuiltInAchievements =
  16. {
  17. new BuiltInAchievementDefinition("first_room", "初次探索", "完成1个房间", 1, AchievementType.CompleteRooms, 20),
  18. new BuiltInAchievementDefinition("first_correct_answer", "答题新星", "答对1道题目", 1, AchievementType.AnswerCorrect, 20)
  19. };
  20. private void Awake()
  21. {
  22. if (Instance == null)
  23. {
  24. Instance = this;
  25. DontDestroyOnLoad(gameObject);
  26. }
  27. else
  28. {
  29. Destroy(gameObject);
  30. }
  31. }
  32. private void Start()
  33. {
  34. StartCoroutine(WaitAndLoadAchievements());
  35. }
  36. IEnumerator WaitAndLoadAchievements()
  37. {
  38. while (LoginManager.Instance == null)
  39. {
  40. yield return null;
  41. }
  42. while (!LoginManager.Instance.isLoggedIn && !LoginManager.Instance.IsGuest())
  43. {
  44. yield return null;
  45. }
  46. yield return new WaitForSeconds(0.1f);
  47. LoadAchievements();
  48. }
  49. public void LoadAchievements()
  50. {
  51. achievementProgress.Clear();
  52. sessionIncrement.Clear();
  53. isInitialized = false;
  54. bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
  55. Debug.Log($"加载成就数据,是否游客模式: {isGuest}");
  56. if (isGuest)
  57. {
  58. LoadGuestAchievements();
  59. InitializeMissingAchievements();
  60. isInitialized = true;
  61. }
  62. else
  63. {
  64. LoadServerAchievements();
  65. }
  66. }
  67. void LoadGuestAchievements()
  68. {
  69. string json = PlayerPrefs.GetString(GUEST_ACHIEVEMENTS, "");
  70. if (!string.IsNullOrEmpty(json))
  71. {
  72. AchievementSaveData saveData = JsonUtility.FromJson<AchievementSaveData>(json);
  73. if (saveData != null && saveData.achievements != null)
  74. {
  75. foreach (var data in saveData.achievements)
  76. {
  77. achievementProgress[data.achievementId] = data;
  78. }
  79. Debug.Log($"游客成就数据已加载,共 {saveData.achievements.Count} 个");
  80. }
  81. }
  82. else
  83. {
  84. Debug.Log("未找到游客成就数据,将使用初始数据");
  85. }
  86. }
  87. void LoadServerAchievements()
  88. {
  89. if (NetworkManager.Instance == null)
  90. {
  91. Debug.LogWarning("NetworkManager未初始化,无法加载在线成就");
  92. InitializeMissingAchievements();
  93. isInitialized = true;
  94. return;
  95. }
  96. NetworkManager.Instance.GetAchievements(
  97. response =>
  98. {
  99. if (response.success && response.data != null && response.data.Length > 0)
  100. {
  101. foreach (var serverData in response.data)
  102. {
  103. AchievementData data = new AchievementData
  104. {
  105. achievementId = serverData.achievementId,
  106. currentValue = serverData.currentValue,
  107. isUnlocked = serverData.isUnlocked
  108. };
  109. achievementProgress[data.achievementId] = data;
  110. }
  111. Debug.Log($"在线成就数据已加载,共 {response.data.Length} 个");
  112. }
  113. else
  114. {
  115. Debug.Log("服务器无成就数据,将初始化新数据");
  116. }
  117. InitializeMissingAchievements();
  118. isInitialized = true;
  119. },
  120. error =>
  121. {
  122. Debug.LogWarning($"加载在线成就失败: {error}");
  123. InitializeMissingAchievements();
  124. isInitialized = true;
  125. }
  126. );
  127. }
  128. void InitializeMissingAchievements()
  129. {
  130. int newCount = 0;
  131. foreach (var achievementSO in allAchievements)
  132. {
  133. if (!achievementProgress.ContainsKey(achievementSO.achievementId))
  134. {
  135. AchievementData data = new AchievementData
  136. {
  137. achievementId = achievementSO.achievementId,
  138. achievementName = achievementSO.achievementName,
  139. description = achievementSO.description,
  140. targetValue = achievementSO.targetValue,
  141. currentValue = 0,
  142. isUnlocked = false,
  143. icon = achievementSO.icon,
  144. reward = achievementSO.reward
  145. };
  146. achievementProgress[data.achievementId] = data;
  147. newCount++;
  148. }
  149. else
  150. {
  151. AchievementData data = achievementProgress[achievementSO.achievementId];
  152. data.achievementName = achievementSO.achievementName;
  153. data.description = achievementSO.description;
  154. data.targetValue = achievementSO.targetValue;
  155. data.icon = achievementSO.icon;
  156. data.reward = achievementSO.reward;
  157. }
  158. }
  159. Debug.Log($"成就初始化完成,共 {achievementProgress.Count} 个成就,新增 {newCount} 个");
  160. }
  161. void EnsureBuiltInAchievements(ref int newCount)
  162. {
  163. foreach (var builtInAchievement in BuiltInAchievements)
  164. {
  165. Sprite fallbackIcon = FindReusableIcon(builtInAchievement.achievementType);
  166. if (!achievementProgress.ContainsKey(builtInAchievement.achievementId))
  167. {
  168. achievementProgress[builtInAchievement.achievementId] = builtInAchievement.ToData(fallbackIcon);
  169. newCount++;
  170. }
  171. else
  172. {
  173. builtInAchievement.Refresh(achievementProgress[builtInAchievement.achievementId], fallbackIcon);
  174. }
  175. }
  176. }
  177. Sprite FindReusableIcon(AchievementType achievementType)
  178. {
  179. Sprite fallbackIcon = null;
  180. foreach (var achievementSO in allAchievements)
  181. {
  182. if (achievementSO == null || achievementSO.icon == null)
  183. {
  184. continue;
  185. }
  186. if (achievementSO.achievementType == achievementType)
  187. {
  188. return achievementSO.icon;
  189. }
  190. if (fallbackIcon == null)
  191. {
  192. fallbackIcon = achievementSO.icon;
  193. }
  194. }
  195. return fallbackIcon;
  196. }
  197. public void UpdateAchievement(AchievementType type, int value)
  198. {
  199. if (value <= 0)
  200. {
  201. return;
  202. }
  203. if (!sessionIncrement.ContainsKey(type))
  204. {
  205. sessionIncrement[type] = 0;
  206. }
  207. sessionIncrement[type] += value;
  208. Debug.Log($"成就 {type} 本局增量: {value}, 累计本局: {sessionIncrement[type]}");
  209. int ignoredNewCount = 0;
  210. EnsureBuiltInAchievements(ref ignoredNewCount);
  211. HashSet<string> updatedIds = new HashSet<string>();
  212. foreach (var achievementSO in allAchievements)
  213. {
  214. if (achievementSO.achievementType == type)
  215. {
  216. if (updatedIds.Contains(achievementSO.achievementId))
  217. {
  218. continue;
  219. }
  220. updatedIds.Add(achievementSO.achievementId);
  221. if (achievementProgress.ContainsKey(achievementSO.achievementId))
  222. {
  223. AchievementData data = achievementProgress[achievementSO.achievementId];
  224. if (!data.isUnlocked)
  225. {
  226. data.currentValue += value;
  227. if (data.currentValue >= data.targetValue)
  228. {
  229. data.currentValue = data.targetValue;
  230. data.isUnlocked = true;
  231. Debug.Log($"成就解锁:{data.achievementName}");
  232. }
  233. }
  234. }
  235. }
  236. }
  237. foreach (var builtInAchievement in BuiltInAchievements)
  238. {
  239. if (builtInAchievement.achievementType != type || updatedIds.Contains(builtInAchievement.achievementId))
  240. {
  241. continue;
  242. }
  243. updatedIds.Add(builtInAchievement.achievementId);
  244. UpdateAchievementData(builtInAchievement.achievementId, value);
  245. }
  246. }
  247. public void SetAchievementProgress(AchievementType type, int value)
  248. {
  249. int ignoredNewCount = 0;
  250. EnsureBuiltInAchievements(ref ignoredNewCount);
  251. HashSet<string> updatedIds = new HashSet<string>();
  252. foreach (var achievementSO in allAchievements)
  253. {
  254. if (achievementSO.achievementType == type)
  255. {
  256. if (updatedIds.Contains(achievementSO.achievementId))
  257. {
  258. continue;
  259. }
  260. updatedIds.Add(achievementSO.achievementId);
  261. if (achievementProgress.ContainsKey(achievementSO.achievementId))
  262. {
  263. AchievementData data = achievementProgress[achievementSO.achievementId];
  264. if (!data.isUnlocked)
  265. {
  266. data.currentValue = value;
  267. if (data.currentValue >= data.targetValue)
  268. {
  269. data.currentValue = data.targetValue;
  270. data.isUnlocked = true;
  271. Debug.Log($"成就解锁:{data.achievementName}");
  272. }
  273. }
  274. }
  275. }
  276. }
  277. foreach (var builtInAchievement in BuiltInAchievements)
  278. {
  279. if (builtInAchievement.achievementType != type || updatedIds.Contains(builtInAchievement.achievementId))
  280. {
  281. continue;
  282. }
  283. updatedIds.Add(builtInAchievement.achievementId);
  284. SetAchievementData(builtInAchievement.achievementId, value);
  285. }
  286. }
  287. public int GetAccumulatedValue(AchievementType type)
  288. {
  289. int total = 0;
  290. foreach (var achievementSO in allAchievements)
  291. {
  292. if (achievementSO.achievementType == type)
  293. {
  294. if (achievementProgress.ContainsKey(achievementSO.achievementId))
  295. {
  296. total = Mathf.Max(total, achievementProgress[achievementSO.achievementId].currentValue);
  297. }
  298. }
  299. }
  300. return total;
  301. }
  302. void UpdateAchievementData(string achievementId, int value)
  303. {
  304. if (!achievementProgress.ContainsKey(achievementId))
  305. {
  306. return;
  307. }
  308. AchievementData data = achievementProgress[achievementId];
  309. if (data.isUnlocked)
  310. {
  311. return;
  312. }
  313. data.currentValue += value;
  314. if (data.currentValue >= data.targetValue)
  315. {
  316. data.currentValue = data.targetValue;
  317. data.isUnlocked = true;
  318. Debug.Log($"成就解锁:{data.achievementName}");
  319. }
  320. }
  321. void SetAchievementData(string achievementId, int value)
  322. {
  323. if (!achievementProgress.ContainsKey(achievementId))
  324. {
  325. return;
  326. }
  327. AchievementData data = achievementProgress[achievementId];
  328. if (data.isUnlocked)
  329. {
  330. return;
  331. }
  332. data.currentValue = value;
  333. if (data.currentValue >= data.targetValue)
  334. {
  335. data.currentValue = data.targetValue;
  336. data.isUnlocked = true;
  337. Debug.Log($"成就解锁:{data.achievementName}");
  338. }
  339. }
  340. public List<AchievementData> GetAllAchievements()
  341. {
  342. int ignoredNewCount = 0;
  343. EnsureBuiltInAchievements(ref ignoredNewCount);
  344. return new List<AchievementData>(achievementProgress.Values);
  345. }
  346. public int GetUnlockedCount()
  347. {
  348. int count = 0;
  349. foreach (var data in achievementProgress.Values)
  350. {
  351. if (data.isUnlocked) count++;
  352. }
  353. return count;
  354. }
  355. public int GetTotalCount()
  356. {
  357. return achievementProgress.Count;
  358. }
  359. public void SaveAchievements()
  360. {
  361. bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
  362. if (isGuest)
  363. {
  364. SaveGuestAchievements();
  365. }
  366. else
  367. {
  368. SaveServerAchievements();
  369. }
  370. }
  371. void SaveServerAchievements()
  372. {
  373. if (NetworkManager.Instance == null)
  374. {
  375. Debug.LogWarning("NetworkManager未初始化,无法保存在线成就");
  376. return;
  377. }
  378. List<AchievementSyncItem> syncItems = new List<AchievementSyncItem>();
  379. foreach (var data in achievementProgress.Values)
  380. {
  381. syncItems.Add(new AchievementSyncItem
  382. {
  383. achievementId = data.achievementId,
  384. currentValue = data.currentValue,
  385. isUnlocked = data.isUnlocked
  386. });
  387. }
  388. AchievementSyncRequest request = new AchievementSyncRequest
  389. {
  390. achievements = syncItems.ToArray()
  391. };
  392. NetworkManager.Instance.SyncAchievements(request,
  393. response =>
  394. {
  395. if (response.success)
  396. {
  397. Debug.Log($"在线成就同步成功!共 {syncItems.Count} 个成就");
  398. sessionIncrement.Clear();
  399. }
  400. else
  401. {
  402. Debug.LogWarning($"在线成就同步失败: {response.message}");
  403. }
  404. },
  405. error =>
  406. {
  407. Debug.LogWarning($"在线成就同步请求失败: {error}");
  408. }
  409. );
  410. }
  411. public void SaveGuestAchievements()
  412. {
  413. AchievementSaveData saveData = new AchievementSaveData
  414. {
  415. achievements = new List<AchievementData>(achievementProgress.Values)
  416. };
  417. string json = JsonUtility.ToJson(saveData);
  418. PlayerPrefs.SetString(GUEST_ACHIEVEMENTS, json);
  419. PlayerPrefs.Save();
  420. sessionIncrement.Clear();
  421. Debug.Log("游客成就数据已保存到本地");
  422. }
  423. public void ResetAchievements()
  424. {
  425. achievementProgress.Clear();
  426. sessionIncrement.Clear();
  427. bool isGuest = LoginManager.Instance == null || LoginManager.Instance.IsGuest();
  428. if (isGuest)
  429. {
  430. PlayerPrefs.DeleteKey(GUEST_ACHIEVEMENTS);
  431. PlayerPrefs.Save();
  432. }
  433. InitializeMissingAchievements();
  434. Debug.Log("成就已重置");
  435. }
  436. public void SyncToServer()
  437. {
  438. if (LoginManager.Instance == null || LoginManager.Instance.IsGuest())
  439. {
  440. Debug.Log("游客模式,不同步成就到服务器");
  441. return;
  442. }
  443. SaveServerAchievements();
  444. }
  445. }
  446. [Serializable]
  447. public class AchievementSaveData
  448. {
  449. public List<AchievementData> achievements;
  450. }
  451. public class BuiltInAchievementDefinition
  452. {
  453. public string achievementId;
  454. public string achievementName;
  455. public string description;
  456. public int targetValue;
  457. public AchievementType achievementType;
  458. public int reward;
  459. public BuiltInAchievementDefinition(string achievementId, string achievementName, string description,
  460. int targetValue, AchievementType achievementType, int reward)
  461. {
  462. this.achievementId = achievementId;
  463. this.achievementName = achievementName;
  464. this.description = description;
  465. this.targetValue = targetValue;
  466. this.achievementType = achievementType;
  467. this.reward = reward;
  468. }
  469. public AchievementData ToData(Sprite icon)
  470. {
  471. return new AchievementData
  472. {
  473. achievementId = achievementId,
  474. achievementName = achievementName,
  475. description = description,
  476. targetValue = targetValue,
  477. currentValue = 0,
  478. isUnlocked = false,
  479. icon = icon,
  480. reward = reward
  481. };
  482. }
  483. public void Refresh(AchievementData data, Sprite icon)
  484. {
  485. data.achievementName = achievementName;
  486. data.description = description;
  487. data.targetValue = targetValue;
  488. data.icon = icon;
  489. data.reward = reward;
  490. }
  491. }