mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
562 lines
17 KiB
C#
562 lines
17 KiB
C#
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using Fie.Object;
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using Fie.Scene;
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using GameDataEditor;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Fie.Manager
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{
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[FieManagerExists(FieManagerExistSceneFlag.NEVER_DESTROY)]
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public sealed class FieSaveManager : FieManagerBehaviour<FieSaveManager>
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{
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private static string password = string.Empty;
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private static string directory = "FieData";
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private static string fileName = "FieSaveData.bin";
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private static string backupFileName = "FieSaveData_Backup.bin";
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public static List<GDESkillTreeData> debugSkills = new List<GDESkillTreeData>();
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public Dictionary<string, int> snapshottedExpList = new Dictionary<string, int>();
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public Dictionary<string, int> currentExpList = new Dictionary<string, int>();
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private FieSaveData _onMemorySaveData = new FieSaveData();
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public FieSaveData onMemorySaveData
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{
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get
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{
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return _onMemorySaveData;
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}
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set
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{
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_onMemorySaveData = value;
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}
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}
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protected override void StartUpEntity()
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{
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LoadAllSaveData();
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FieManagerBehaviour<FieSceneManager>.I.FiePreparedForLoadSceneEvent += I_FiePreparedForLoadSceneEvent;
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}
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private void I_FiePreparedForLoadSceneEvent(FieSceneBase targetScene)
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{
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SaveAllData();
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}
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private void LoadAllSaveData()
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{
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TryToLoad(ref _onMemorySaveData.LanguageCode, "LanguageCode");
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TryToLoad(ref _onMemorySaveData.PlayerLevel, "PlayerLevel");
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TryToLoad(ref _onMemorySaveData.LastLoginedUserName, "LastLoginedUserName");
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TryToLoad(ref _onMemorySaveData.LastLoginedPasswordPassword, "LastLoginedPasswordPassword");
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TryToLoadDictionary(ref _onMemorySaveData.CharacterExp, "CharacterExp");
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TryToLoadDictionary(ref _onMemorySaveData.CharacterSkillPoint, "CharacterSkillPoint");
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TryToLoadDictionary(ref _onMemorySaveData.PromotedCount, "PromotedCount");
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TryToLoadList(ref _onMemorySaveData.unlockedSkills, "SkillTreeUnlocked");
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TryToLoadDictionary(ref _onMemorySaveData.AchivemenetProgress, "AchivemenetProgress");
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ValidateSaveDataByMasterData();
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}
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private void ValidateSaveDataByMasterData()
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{
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bool flag = false;
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if (_onMemorySaveData.CharacterExp == null)
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{
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_onMemorySaveData.CharacterExp = new Dictionary<int, int>();
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flag = true;
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}
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if (_onMemorySaveData.CharacterSkillPoint == null)
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{
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_onMemorySaveData.CharacterSkillPoint = new Dictionary<int, int>();
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flag = true;
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}
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if (_onMemorySaveData.PromotedCount == null)
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{
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_onMemorySaveData.PromotedCount = new Dictionary<int, int>();
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flag = true;
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}
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Dictionary<string, GDEGameCharacterTypeData> allMasterData = FieMasterData<GDEGameCharacterTypeData>.I.GetAllMasterData();
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foreach (KeyValuePair<string, GDEGameCharacterTypeData> item in allMasterData)
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{
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if (!_onMemorySaveData.CharacterExp.ContainsKey(item.Value.ID))
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{
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_onMemorySaveData.CharacterExp[item.Value.ID] = 0;
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flag = true;
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}
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if (!_onMemorySaveData.CharacterSkillPoint.ContainsKey(item.Value.ID))
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{
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_onMemorySaveData.CharacterSkillPoint[item.Value.ID] = 0;
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flag = true;
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}
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if (!_onMemorySaveData.PromotedCount.ContainsKey(item.Value.ID))
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{
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_onMemorySaveData.PromotedCount[item.Value.ID] = 0;
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flag = true;
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}
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}
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if (_onMemorySaveData.AchivemenetProgress == null)
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{
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_onMemorySaveData.AchivemenetProgress = new Dictionary<int, int>();
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flag = true;
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}
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Dictionary<string, GDEAchievementData> allMasterData2 = FieMasterData<GDEAchievementData>.I.GetAllMasterData();
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foreach (KeyValuePair<string, GDEAchievementData> item2 in allMasterData2)
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{
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if (!_onMemorySaveData.AchivemenetProgress.ContainsKey(item2.Value.ID))
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{
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_onMemorySaveData.AchivemenetProgress[item2.Value.ID] = 0;
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flag = true;
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}
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}
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if (flag)
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{
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SaveAllData();
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}
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}
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internal FieGameCharacterBuildData GetGameCharacterBuildData(GDEGameCharacterTypeData gameCharacterTypeData)
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{
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FieGameCharacterBuildData result = default(FieGameCharacterBuildData);
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result.levelInfo = GetCharacterLevelInfo(gameCharacterTypeData);
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result.skillPoint = onMemorySaveData.CharacterSkillPoint[gameCharacterTypeData.ID];
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result.promotedCount = onMemorySaveData.PromotedCount[gameCharacterTypeData.ID];
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return result;
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}
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private void SaveAllData()
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{
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Save(_onMemorySaveData.LanguageCode, "LanguageCode");
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Save(_onMemorySaveData.PlayerLevel, "PlayerLevel");
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Save(_onMemorySaveData.LastLoginedUserName, "LastLoginedUserName");
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Save(_onMemorySaveData.LastLoginedPasswordPassword, "LastLoginedPasswordPassword");
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SaveDictionary(_onMemorySaveData.CharacterExp, "CharacterExp");
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SaveDictionary(_onMemorySaveData.CharacterSkillPoint, "CharacterSkillPoint");
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SaveDictionary(_onMemorySaveData.PromotedCount, "PromotedCount");
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SaveList(_onMemorySaveData.unlockedSkills, "SkillTreeUnlocked");
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SaveDictionary(_onMemorySaveData.AchivemenetProgress, "AchivemenetProgress");
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}
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private void Save<T>(T value, string variableName)
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{
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ES2.Save(value, GetIdentifier(variableName));
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ES2.Save(value, GetIdentifier(variableName, isBackupMode: true));
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}
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private void SaveList<T>(List<T> value, string variableName)
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{
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ES2.Save(value, GetIdentifier(variableName));
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ES2.Save(value, GetIdentifier(variableName, isBackupMode: true));
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}
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private void SaveDictionary<T, Y>(Dictionary<T, Y> value, string variableName)
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{
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ES2.Save(value, GetIdentifier(variableName));
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ES2.Save(value, GetIdentifier(variableName, isBackupMode: true));
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}
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private bool IsExists(string variableName, bool isBackupMode = false)
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{
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return ES2.Exists(GetIdentifier(variableName, isBackupMode));
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}
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private void TryToLoad<T>(ref T variable, string variableName)
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{
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if (IsExists(variableName))
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{
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try
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{
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variable = ES2.Load<T>(GetIdentifier(variableName));
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return;
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}
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catch
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{
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}
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if (IsExists(variableName, isBackupMode: true))
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{
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Debug.LogWarning("The save data was not found at master save data. FiE save system will try to load that from backup. The variable name :" + variableName);
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try
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{
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variable = ES2.Load<T>(GetIdentifier(variableName, isBackupMode: true));
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}
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catch
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{
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Debug.LogWarning("Faild to load a save data from backup. The save data was completery broken. It might be initialized. The variable name :" + variableName);
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}
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}
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else
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{
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Debug.Log("The variable dose not exist on save datas. It might be initialize. The valiable name : " + variableName);
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}
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}
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}
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private void TryToLoadList<T>(ref List<T> variable, string variableName)
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{
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if (IsExists(variableName))
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{
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try
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{
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variable = ES2.LoadList<T>(GetIdentifier(variableName));
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return;
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}
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catch
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{
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}
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if (IsExists(variableName, isBackupMode: true))
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{
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Debug.LogWarning("The save data was not found at master save data. FiE save system will try to load that from backup. The variable name :" + variableName);
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try
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{
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variable = ES2.LoadList<T>(GetIdentifier(variableName, isBackupMode: true));
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}
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catch
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{
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Debug.LogWarning("Failed to load a save data from backup. The save data was completery broken. It might be initialized. The variable name :" + variableName);
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}
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}
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else
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{
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Debug.Log("The variable dose not exist on save datas. It might be initialize. The valiable name : " + variableName);
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}
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}
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}
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private void TryToLoadDictionary<T, Y>(ref Dictionary<T, Y> variable, string variableName)
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{
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if (IsExists(variableName))
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{
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try
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{
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variable = ES2.LoadDictionary<T, Y>(GetIdentifier(variableName));
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return;
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}
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catch
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{
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}
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if (IsExists(variableName, isBackupMode: true))
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{
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Debug.LogWarning("The save data was not found at master save data. FiE save system will try to load that from backup. The variable name :" + variableName);
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try
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{
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variable = ES2.LoadDictionary<T, Y>(GetIdentifier(variableName, isBackupMode: true));
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}
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catch
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{
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Debug.LogWarning("Failed to load a save data from backup. The save data was completery broken. It might be initialized. The variable name :" + variableName);
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}
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}
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else
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{
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Debug.Log("The variable dose not exist on save datas. It might be initialize. The valiable name : " + variableName);
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}
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}
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}
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private string GetIdentifier(string variableName, bool isBackupMode = false)
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{
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return directory + "/" + ((!isBackupMode) ? fileName : backupFileName) + "?tag=" + variableName;
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}
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private void OnApplicationQuit()
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{
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SaveAllData();
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}
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private void OnDestroy()
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{
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SaveAllData();
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}
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public void UnlockSkills(params GDESkillTreeData[] unlockSkills)
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{
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if (unlockSkills != null && unlockSkills.Length > 0)
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{
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for (int i = 0; i < unlockSkills.Length; i++)
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{
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if (!_onMemorySaveData.unlockedSkills.Contains(unlockSkills[i].ID))
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{
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_onMemorySaveData.unlockedSkills.Add(unlockSkills[i].ID);
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}
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}
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SaveAllData();
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}
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}
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public void LockSkills(params GDESkillTreeData[] lockSkills)
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{
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if (lockSkills != null && lockSkills.Length > 0 && _onMemorySaveData.unlockedSkills.Count > 0)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < lockSkills.Length; i++)
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{
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if (_onMemorySaveData.unlockedSkills.Contains(lockSkills[i].ID))
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{
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list.Add(lockSkills[i].ID);
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}
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}
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if (list.Count > 0)
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{
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for (int j = 0; j < list.Count; j++)
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{
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_onMemorySaveData.unlockedSkills.Remove(list[j]);
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}
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}
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SaveAllData();
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}
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}
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public FieLevelInfo GetCharacterLevelInfo(GDEGameCharacterTypeData gameCharacterTypeData)
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{
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return GetCharacterLevelInfo((FieConstValues.FieGameCharacter)gameCharacterTypeData.ID);
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}
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public FieLevelInfo GetCharacterLevelInfo(FieConstValues.FieGameCharacter gameCharacterTypeID)
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{
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FieLevelInfo result = default(FieLevelInfo);
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if (!_onMemorySaveData.CharacterExp.ContainsKey((int)gameCharacterTypeID))
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{
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return result;
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}
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int totalExp = _onMemorySaveData.CharacterExp[(int)gameCharacterTypeID];
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return GetLevelInfoByTotalExp(totalExp);
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}
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public void IncreaseOrReduceSkillPoints(GDEGameCharacterTypeData gameCharacterTypeData, int skillPoint)
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{
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if (gameCharacterTypeData != null && !(gameCharacterTypeData.Key == string.Empty) && _onMemorySaveData.CharacterSkillPoint.ContainsKey(gameCharacterTypeData.ID))
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{
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int num = _onMemorySaveData.CharacterSkillPoint[gameCharacterTypeData.ID] + skillPoint;
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if (num < 0)
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{
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Debug.LogError("Setted skill point is out of range. Calculated Skill Point : " + skillPoint.ToString());
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}
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num = Mathf.Max(num, 0);
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_onMemorySaveData.CharacterSkillPoint[gameCharacterTypeData.ID] = num;
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SaveAllData();
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}
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}
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public void ApplyBuildDataFromSaveData(int gameCharacterID, ref GDESkillTreeData[] _unlockedSkills)
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{
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if (debugSkills != null && debugSkills.Count > 0)
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{
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_unlockedSkills = (from skill in debugSkills
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where skill.GameCharacterType.ID == gameCharacterID
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select skill).ToArray();
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}
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else
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{
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_unlockedSkills = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate(GDESkillTreeData data)
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{
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for (int i = 0; i < _onMemorySaveData.unlockedSkills.Count; i++)
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{
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if (data.GameCharacterType.ID == gameCharacterID && _onMemorySaveData.unlockedSkills[i] == data.ID)
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{
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return true;
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}
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}
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return false;
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}).ToArray();
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}
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}
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private FieLevelInfo GetDefaultLevelInfoData()
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{
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FieLevelInfo result = default(FieLevelInfo);
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result.level = 1;
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result.levelCap = 1;
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result.totalExp = 0;
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result.requiredExpToNextLevel = 1;
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result.currentExpToNextLevel = 1;
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return result;
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}
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public FieLevelInfo GetLevelInfoByTotalExp(int totalExp)
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{
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FieLevelInfo defaultLevelInfoData = GetDefaultLevelInfoData();
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defaultLevelInfoData.totalExp = totalExp;
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Dictionary<string, GDELevelTableData> allMasterData = FieMasterData<GDELevelTableData>.I.GetAllMasterData();
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if (allMasterData == null || allMasterData.Count <= 0)
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{
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return defaultLevelInfoData;
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}
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IEnumerable<GDELevelTableData> source = from data in allMasterData
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orderby data.Value.Level
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select data.Value;
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GDELevelTableData[] array = source.ToArray();
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if (array == null || array.Length <= 0)
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{
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return defaultLevelInfoData;
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}
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defaultLevelInfoData.levelCap = array[array.Length - 1].Level;
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int num = 0;
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int num2 = 0;
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bool flag = false;
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int num3 = 0;
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for (int i = 0; i < array.Length; i++)
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{
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num3 += array[i].ExpRequirement;
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if (!flag)
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{
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num2 = num;
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num += array[i].ExpRequirement;
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if (totalExp >= num)
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{
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defaultLevelInfoData.level = array[i].Level;
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}
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else
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{
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flag = true;
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}
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}
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}
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totalExp = Mathf.Min(totalExp, num3);
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if (defaultLevelInfoData.level == defaultLevelInfoData.levelCap)
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{
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defaultLevelInfoData.requiredExpToNextLevel = 0;
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defaultLevelInfoData.currentExpToNextLevel = 0;
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}
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else
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{
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defaultLevelInfoData.requiredExpToNextLevel = num - num2;
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defaultLevelInfoData.currentExpToNextLevel = totalExp - num2;
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}
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return defaultLevelInfoData;
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}
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public void ResetCurrentGameData()
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{
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currentExpList = new Dictionary<string, int>();
|
||
|
snapshottedExpList = new Dictionary<string, int>();
|
||
|
}
|
||
|
|
||
|
public void SnapshotCurrentExp(FieGameCharacter gameCharacter, int currentExp)
|
||
|
{
|
||
|
if (!(gameCharacter == null) && gameCharacter.ownerUser != null)
|
||
|
{
|
||
|
if (!snapshottedExpList.ContainsKey(gameCharacter.ownerUser.userHash))
|
||
|
{
|
||
|
snapshottedExpList[gameCharacter.ownerUser.userHash] = 0;
|
||
|
}
|
||
|
snapshottedExpList[gameCharacter.ownerUser.userHash] = currentExp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void AddCurrentGameExp(FieGameCharacter gameCharacter, int exp)
|
||
|
{
|
||
|
if (!(gameCharacter == null) && gameCharacter.ownerUser != null)
|
||
|
{
|
||
|
if (!currentExpList.ContainsKey(gameCharacter.ownerUser.userHash))
|
||
|
{
|
||
|
currentExpList[gameCharacter.ownerUser.userHash] = 0;
|
||
|
}
|
||
|
Dictionary<string, int> dictionary;
|
||
|
string userHash;
|
||
|
(dictionary = currentExpList)[userHash = gameCharacter.ownerUser.userHash] = dictionary[userHash] + exp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Dictionary<string, int> GetSnapShottedExp()
|
||
|
{
|
||
|
return snapshottedExpList;
|
||
|
}
|
||
|
|
||
|
public Dictionary<string, int> GetCurrentGameExp()
|
||
|
{
|
||
|
Dictionary<string, int> dictionary = new Dictionary<string, int>();
|
||
|
foreach (KeyValuePair<string, int> currentExp in currentExpList)
|
||
|
{
|
||
|
if (FieManagerBehaviour<FieUserManager>.I.getUserNumberByHash(currentExp.Key) != -1)
|
||
|
{
|
||
|
dictionary.Add(currentExp.Key, currentExp.Value);
|
||
|
}
|
||
|
}
|
||
|
if (dictionary.Count <= 0)
|
||
|
{
|
||
|
return dictionary;
|
||
|
}
|
||
|
IOrderedEnumerable<KeyValuePair<string, int>> source = from x in dictionary
|
||
|
orderby x.Value descending
|
||
|
select x;
|
||
|
return source.ToDictionary((KeyValuePair<string, int> pair) => pair.Key, (KeyValuePair<string, int> pair) => pair.Value);
|
||
|
}
|
||
|
|
||
|
public void FlushExpToSaveData(FieGameCharacter _gainExpTarget)
|
||
|
{
|
||
|
if (!(_gainExpTarget == null))
|
||
|
{
|
||
|
int num = 0;
|
||
|
Dictionary<string, int> currentGameExp = GetCurrentGameExp();
|
||
|
if (currentGameExp != null && currentGameExp.Count() > 0)
|
||
|
{
|
||
|
foreach (KeyValuePair<string, int> item in currentGameExp)
|
||
|
{
|
||
|
num += item.Value;
|
||
|
}
|
||
|
if (num > 0)
|
||
|
{
|
||
|
FieLevelInfo levelInfoByTotalExp = GetLevelInfoByTotalExp(_onMemorySaveData.CharacterExp[(int)_gainExpTarget.getGameCharacterID()]);
|
||
|
FieLevelInfo levelInfoByTotalExp2 = GetLevelInfoByTotalExp(_onMemorySaveData.CharacterExp[(int)_gainExpTarget.getGameCharacterID()] + num);
|
||
|
if (levelInfoByTotalExp.level < levelInfoByTotalExp2.level)
|
||
|
{
|
||
|
List<int> list = new List<int>();
|
||
|
for (int i = levelInfoByTotalExp.level; i < levelInfoByTotalExp2.level; i++)
|
||
|
{
|
||
|
list.Add(i + 1);
|
||
|
}
|
||
|
int num2 = 0;
|
||
|
Dictionary<string, GDELevelTableData> allMasterData = FieMasterData<GDELevelTableData>.I.GetAllMasterData();
|
||
|
foreach (int item2 in list)
|
||
|
{
|
||
|
foreach (KeyValuePair<string, GDELevelTableData> item3 in allMasterData)
|
||
|
{
|
||
|
if (item3.Value.Level == item2)
|
||
|
{
|
||
|
num2 += item3.Value.SkillPoint;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Dictionary<int, int> characterSkillPoint;
|
||
|
int gameCharacterID;
|
||
|
(characterSkillPoint = _onMemorySaveData.CharacterSkillPoint)[gameCharacterID = (int)_gainExpTarget.getGameCharacterID()] = characterSkillPoint[gameCharacterID] + num2;
|
||
|
}
|
||
|
_onMemorySaveData.CharacterExp[(int)_gainExpTarget.getGameCharacterID()] = levelInfoByTotalExp2.totalExp;
|
||
|
SaveAllData();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void PromoteGameCharacter(FieConstValues.FieGameCharacter gamecharacterId)
|
||
|
{
|
||
|
if (onMemorySaveData.CharacterExp.ContainsKey((int)gamecharacterId))
|
||
|
{
|
||
|
bool flag = false;
|
||
|
int totalExp = onMemorySaveData.CharacterExp[(int)gamecharacterId];
|
||
|
FieLevelInfo levelInfoByTotalExp = GetLevelInfoByTotalExp(totalExp);
|
||
|
if (levelInfoByTotalExp.level == levelInfoByTotalExp.levelCap)
|
||
|
{
|
||
|
flag = true;
|
||
|
}
|
||
|
if (flag)
|
||
|
{
|
||
|
onMemorySaveData.CharacterExp[(int)gamecharacterId] = 0;
|
||
|
onMemorySaveData.CharacterSkillPoint[(int)gamecharacterId] = 0;
|
||
|
onMemorySaveData.unlockedSkills.Clear();
|
||
|
Dictionary<int, int> promotedCount;
|
||
|
int key;
|
||
|
(promotedCount = onMemorySaveData.PromotedCount)[key = (int)gamecharacterId] = promotedCount[key] + 1;
|
||
|
onMemorySaveData.PlayerLevel++;
|
||
|
SaveAllData();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|