using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.IO;
using LitJson;
using System;
using Unity.Burst.CompilerServices;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using System.ComponentModel;
///
/// 断线重连管理
///
public class ReconnectMgr : SingletonMono
{
[HideInInspector]
public string localStatFileName = "realtimeStat.json";//保存文件的文件名
[HideInInspector]
public int countDown_AutoSave = 600;//自动保存的时间间隔
private TB_UserExamStat UserExamStat = new TB_UserExamStat();
private string localStatPath = "";
private Coroutine coroutine;//自动保存倒计时
//[HideInInspector]
//public List experiencedScene = new List();//用户经历过的场景
///
/// 初始化函数,记录时间间隔
///
public void Init()
{
localStatPath = Application.streamingAssetsPath + "/" + localStatFileName;
//UserExamStat.experiencedScene.Clear();//清空用户经历过的场景
//experiencedScene.Clear();
}
///
/// 用户每经历一个场景就需要保存一个场景的数据
///
//public bool IntoNewScene(string sceneName)
//{
// if (UserExamStat.experiencedScene.Contains(sceneName))
// return false;
// else
// {
// UserExamStat.experiencedScene.Add(sceneName);
// return true;
// }
//}
ReconnectMgr()//构造函数
{
Init();
}
///
/// 记录用户状态
///
public void RealtimeStatWriter()
{
//记录步骤相关各项信息
UserExamStat.schemeID = ProcessManager.Instance.schemeID;
//记录得分情况
ScoreBase scoreBase = FindFirstObjectByType();
UserExamStat.systemID = scoreBase.systemId;
UserExamStat.allSubScore.Clear();
if (scoreBase != null)
{
foreach (var item in scoreBase.GetStepScore())
{
ReconnectSubScoreInfo sub = new ReconnectSubScoreInfo();
sub.index = item.Key;
sub.subProcessId = item.Value.subProcessId;
sub.currentScore = item.Value.currentScore;
sub.isDone = item.Value.isDone;
UserExamStat.allSubScore.Add(sub);
};
//保存场景内独有信息
UserExamStat.currentSceneOtherInfo = scoreBase.SaveSceneBufferList();
}
//记录装备材料信息
UserExamStat.allToolAndMaterial.Clear();
UserExamStat.currentSceneTools.Clear();
Dictionary> toolAndMaterialDic = PacksackBagMgr.Instance.GetCurrentBagData();
foreach (var item in toolAndMaterialDic)
{
foreach (var itemInfo in item.Value)
{
UserExamStat.allToolAndMaterial.Add(((ItemInfo)itemInfo).toolName);
ReconnectItemInfo rec = new ReconnectItemInfo();//获取场景内(工具间)所有可以装备材料的物品
rec.toolId = itemInfo.toolId;
rec.toolName = itemInfo.toolName;
rec.triggerID = itemInfo.triggerID;
//rec.toolOrDeviceOrMaterial = item.itemInfo.toolOrDeviceOrMaterial;
rec.selfPosInToolRoom = itemInfo.selfPosInToolRoom;
UserExamStat.currentSceneTools.Add(rec);
}
}
//记录已穿戴设备
UserExamStat.allWear.Clear();
Dictionary wearDic = PacksackBagMgr.Instance.wearDic;
foreach (var item in wearDic)
{
UserExamStat.allWear.Add(((ItemInfo)item.Value).toolName);
}
//获取当前所加载场景的名字
UserExamStat.sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
//获取场景内(现场)所有可以出发的装置
UserExamStat.currentSceneTriggers.Clear();
PermanentTriggerBase[] allPermanentTriggers = FindObjectsOfType();
foreach (PermanentTriggerBase item in allPermanentTriggers)
{
ReconnectTriggerInfo ret = new ReconnectTriggerInfo();
ret.triggerName = item.triggerName;
ret.triggerID = item.triggerID;
ret.selfPosInScene = item.transform.localPosition;
ret.selfRotInScene = item.transform.localEulerAngles;
ret.triggerInfo = GetTriggerAttribute(item);//item.SaveCurrentTriggerStat();
UserExamStat.currentSceneTriggers.Add(ret);
}
//转换为JSON
var settings = new JsonSerializerSettings();
settings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
settings.Formatting = Formatting.Indented;//避免循环引用(继承其他类)
string UserJson = JsonConvert.SerializeObject(UserExamStat, settings);
Debug.Log("自动保存成功");
File.WriteAllText(localStatPath, UserJson);
}
///
/// 获取常驻交互的属性
///
///
public string GetTriggerAttribute(PermanentTriggerBase permanentTriggerBase)
{
JsonData ptbData = new JsonData();
FieldInfo[] fieldInfo = permanentTriggerBase.GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
foreach (FieldInfo field in fieldInfo)
{
if (field.GetCustomAttribute() != null)
{
ReconnetAtrribute attribute = field.GetCustomAttribute();
object value = field.GetValue(permanentTriggerBase);
ptbData[field.Name] = value.ToString();
}
}
//return Regex.Unescape(ptbData.ToJson());
return ptbData.ToJson();
}
public void SetTriggerAttribute(string triggerJson, PermanentTriggerBase permanentTriggerBase)
{
JsonData ptbData = JsonMapper.ToObject(triggerJson);
FieldInfo[] fieldInfo = permanentTriggerBase.GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
foreach (FieldInfo field in fieldInfo)
{
if (field.GetCustomAttribute() != null)
{
try
{
ReconnetAtrribute attribute = field.GetCustomAttribute();
Type type = field.GetValue(permanentTriggerBase).GetType();
string tmp = ptbData[field.Name].ToString();
field.SetValue(permanentTriggerBase, Convert.ChangeType(tmp, type));
}catch (Exception ex) {
Debug.LogError("SetTriggerAttribute恢复错误:" + ex.ToString());
}
}
}
}
///
/// 读取用户状态(先使用同步,后用异步)
///
public bool RealtimeStatReader()
{
if (File.Exists(localStatPath))
{
try
{
StreamReader sr = new StreamReader(localStatPath);
string user_last_stat = sr.ReadToEnd();
sr.Close();
UserExamStat = JsonMapper.ToObject(user_last_stat);
return true;
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
return false;
}
}
else
{
return false;
}
}
///
/// 恢复现场
///
public void RecoverScene()
{
//先恢复场景
ScenesManager.Instance.LoadSceneAsyn(UserExamStat.sceneName, () =>
{
//右侧工具栏切换
if (!GameManager.UIMgr.GetPanel())//office场景下,右侧工具栏可能会隐藏
{
GameManager.UIMgr.ShowPanel(E_UI_Layer.Mid, (panel) =>
{
panel.Init();
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, GameManager.RunModelMgr.SceneType);
});
}
else
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, GameManager.RunModelMgr.SceneType);
//恢复背包中的装备
TooRoomMannger tooRoomMannger = FindAnyObjectByType();
List itemInPack = ToolAndmaterialMgr.Instance.CreateItemInfoByName(UserExamStat.allToolAndMaterial);
foreach (ItemInfo item in itemInPack)
{
for (int j = 0; j < UserExamStat.currentSceneTools.Count; j++)
{
if (item.toolName == UserExamStat.currentSceneTools[j].toolName)
{
item.selfPosInToolRoom = UserExamStat.currentSceneTools[j].selfPosInToolRoom;
UserExamStat.currentSceneTools.RemoveAt(j);
break;
}
}
PacksackBagMgr.Instance.AddOneToolOrMater(item);
}
if (tooRoomMannger != null) tooRoomMannger.RemoveRepeat();
//恢复已穿戴的装备
List itemWear = ToolAndmaterialMgr.Instance.CreateItemInfoByName(UserExamStat.allWear);
foreach (ItemInfo item in itemWear)
{
PacksackBagMgr.Instance.WearItemState(item, true);
if (tooRoomMannger != null)//如果在工具间,则修改穿着
{
tooRoomMannger.Wear(item.toolName, true);
}
}
//恢复场景内各个触发器状态
PermanentTriggerBase[] allPermanentTriggers = FindObjectsOfType();
List allReconTrigs = UserExamStat.currentSceneTriggers;
foreach (PermanentTriggerBase item in allPermanentTriggers)
{
item.gameObject.SetActive(false);
foreach (ReconnectTriggerInfo ret in allReconTrigs)
{
if (item.triggerName == ret.triggerName)
{
item.gameObject.SetActive(true);
if (item.gameObject.GetComponent() == null)//工具材料已经恢复过了
{
item.transform.localPosition = ret.selfPosInScene;
item.transform.localEulerAngles = ret.selfRotInScene;
SetTriggerAttribute(ret.triggerInfo, item);
//item.LoadCurrentTriggerStat(ret.triggerInfo);
}
break;
}
}
}
//恢复记录的分数
ScoreBase scoreBase = FindFirstObjectByType();
if (scoreBase != null)
{
Dictionary reconnectScore = scoreBase.GetStepScore();
foreach (var item in UserExamStat.allSubScore)
{
if (reconnectScore.ContainsKey(item.index))
{
reconnectScore[item.index].currentScore = item.currentScore;
reconnectScore[item.index].isDone = item.isDone;
}
}
scoreBase.setCurrentScore(UserExamStat.currentScore);
scoreBase.LoadSceneBufferList(UserExamStat.currentSceneOtherInfo);
}
});
}
///
/// 自动保存用户状态,
///
///
private IEnumerator AutoSaveStat()
{
int countDown = countDown_AutoSave;
WaitForSeconds waitForSeconds = new WaitForSeconds(1);
while (countDown > 0)
{
yield return waitForSeconds;
//Exam为考试模式,Practice为练习模式,考试模式加入后,进入要重置时间,重新启动
if (ProcessManager.Instance.mode == E_ModeType.Practice)
{
countDown--;
//Debug.Log("自动保存倒计时:" + countDown);
if (countDown <= 0)
{
ReconnectMgr.Instance.RealtimeStatWriter();//需要在GameManager里面初始化
Debug.Log("完成状态自动保存");
countDown = countDown_AutoSave;
}
}
}
}
private void Start()
{
coroutine = StartCoroutine(AutoSaveStat());
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.T))//测试用,按T读取状态保存
{
RealtimeStatWriter();
Debug.Log("当前场景:" + UserExamStat.sceneName);
}
else if (Input.GetKeyDown(KeyCode.Y))
{
RealtimeStatReader();
RecoverScene();
}
}
}