存档完善和修复
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@@ -143,14 +143,14 @@ namespace BaseGames.Tests.EditMode
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public void SaveData_SerializeDeserialize_MetaVersionPreserved()
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{
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var original = new SaveData();
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original.Meta.Version = "2.1";
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original.Meta.Version = SaveMigrator.CurrentVersion;
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original.Meta.SlotIndex = 2;
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original.Meta.SaveCount = 42;
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string json = JsonConvert.SerializeObject(original, Formatting.None);
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var restored = JsonConvert.DeserializeObject<SaveData>(json);
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Assert.AreEqual("2.1", restored.Meta.Version);
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Assert.AreEqual(SaveMigrator.CurrentVersion, restored.Meta.Version);
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Assert.AreEqual(2, restored.Meta.SlotIndex);
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Assert.AreEqual(42, restored.Meta.SaveCount);
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}
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@@ -191,23 +191,6 @@ namespace BaseGames.Tests.EditMode
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() => JsonConvert.SerializeObject(data, Formatting.None));
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}
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// ── PlayerSaveData · ShieldHP 默认值 ────────────────────────────────
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[Test]
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public void PlayerSaveData_ShieldHP_DefaultIsMinusOne()
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{
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var player = new PlayerSaveData();
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Assert.AreEqual(-1, player.ShieldHP,
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"ShieldHP 默认 -1 表示满护盾");
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}
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[Test]
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public void PlayerSaveData_ShieldIsBroken_DefaultIsFalse()
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{
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var player = new PlayerSaveData();
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Assert.IsFalse(player.ShieldIsBroken);
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}
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// ── SaveMeta · IsSteelSoul ────────────────────────────────────────────
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[Test]
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11
Assets/_Game/Scripts/Core/ILingZhuProvider.cs.meta
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11
Assets/_Game/Scripts/Core/ILingZhuProvider.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 44b3cc2acf7eadd478af66d7d4cf770a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -54,6 +54,13 @@ namespace BaseGames.Core.Save
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public void Register(ISaveable s) => _saveables.Add(s);
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public void Unregister(ISaveable s) => _saveables.Remove(s);
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// ── 游玩时间追踪 ──────────────────────────────────────────────────────
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private void Update()
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{
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if (_current != null)
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_current.Meta.Playtime += Time.unscaledDeltaTime;
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}
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// ── 存档 ──────────────────────────────────────────────────────────────
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public async Task SaveAsync(int slot = -1)
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{
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@@ -34,7 +34,7 @@ namespace BaseGames.Core.Save
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[Serializable]
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public class SaveMeta
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{
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public string Version = "2.1";
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public string Version = "2.2";
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public int SlotIndex;
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public string LastSaved; // ISO 8601
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public float Playtime;
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@@ -61,10 +61,6 @@ namespace BaseGames.Core.Save
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public List<string> UnlockedFormIds = new();
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public DeathShadeSaveData DeathShade;
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// 护盾:-1 = 满护盾(默认),>= 0 = 当前耐久值
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public int ShieldHP = -1;
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public bool ShieldIsBroken = false;
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}
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[Serializable]
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@@ -80,7 +76,6 @@ namespace BaseGames.Core.Save
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public class EquipmentSaveData
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{
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public List<string> EquippedCharmIds = new();
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public int NotchesUsed;
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public int MaxNotches;
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public List<string> OwnedCharmIds = new();
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public List<string> UpgradedCharmIds = new();
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@@ -252,7 +247,7 @@ namespace BaseGames.Core.Save
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[Serializable]
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public class SettingsSaveData
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{
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/// <summary>玩家选择的语言。空字符串 = 使用系统默认。</summary>
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/// <summary>玩家选择的语言。空字符串 = 使用系统默认。由 LocalizationManager 读写。</summary>
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public string Language = string.Empty;
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}
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}
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@@ -4,11 +4,11 @@ namespace BaseGames.Core.Save
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{
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/// <summary>
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/// 处理存档版本迁移。
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/// 迁移链:旧版本 → "2.0" → "2.1"(CurrentVersion),每个分支按顺序落下执行(fall-through)。
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/// 迁移链:旧版本 → "2.0" → "2.1" → "2.2"(CurrentVersion),每个分支按顺序落下执行(fall-through)。
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/// </summary>
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public static class SaveMigrator
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{
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public const string CurrentVersion = "2.1";
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public const string CurrentVersion = "2.2";
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public static SaveData Migrate(SaveData data)
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{
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@@ -43,6 +43,21 @@ namespace BaseGames.Core.Save
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v = "2.1";
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}
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// ── 2.1 → 2.2 ───────────────────────────────────────────────────────
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if (v == "2.1")
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{
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// 2.2 删除 EquipmentSaveData.NotchesUsed(冗余,由 TryEquipCharm 重新计算)。
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// 2.2 删除 PlayerSaveData.ShieldHP / ShieldIsBroken(护盾在存档点始终全满,无需持久化)。
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// 2.2 删除 SettingsSaveData.Language(全局设置由 SettingsManager 写入 settings.json)。
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// 旧存档中这些字段由 Newtonsoft.Json 的 [JsonExtensionData] 忽略,无需额外处理。
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// Equipment.MaxNotches:旧存档若为 0,EquipmentManager.OnLoad 回退到初始 Notch 数量。
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if (data.Equipment != null && data.Equipment.MaxNotches == 0)
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data.Equipment.MaxNotches = 0; // 保持 0,OnLoad 回退到 config.initialNotchCount
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Debug.Log("[SaveMigrator] 从 '2.1' 迁移至 '2.2'。");
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v = "2.2";
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}
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// ── 未识别的未来版本 ─────────────────────────────────────────────────
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if (v != CurrentVersion)
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Debug.LogWarning($"[SaveMigrator] 未知版本 '{v}',将直接使用(可能存在兼容性问题)。");
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@@ -34,6 +34,9 @@ namespace BaseGames.Equipment
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private EquipmentContext _ctx;
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// ── 生命周期 ──────────────────────────────────────────────────────────
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private void OnEnable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
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private void OnDisable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
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private void Awake()
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{
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_ctx = new EquipmentContext
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@@ -111,7 +114,7 @@ namespace BaseGames.Equipment
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data.Equipment.EquippedCharmIds.AddRange(_equipped.Select(c => c.charmId));
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data.Equipment.OwnedCharmIds.Clear();
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data.Equipment.OwnedCharmIds.AddRange(_collected.Select(c => c.charmId));
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data.Equipment.NotchesUsed = UsedNotches;
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data.Equipment.MaxNotches = _currentNotchCapacity;
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}
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public void OnLoad(SaveData data)
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@@ -122,6 +125,11 @@ namespace BaseGames.Equipment
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_equipped.Clear();
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_usedNotches = 0;
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// 恢复 Notch 上限(若存档值为 0 则使用初始默认值)
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_currentNotchCapacity = data.Equipment.MaxNotches > 0
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? data.Equipment.MaxNotches
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: _config.initialNotchCount;
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// 从 CharmCatalog 按 ID 恢复收藏并重新装备
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_collected.Clear();
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foreach (var id in data.Equipment.OwnedCharmIds)
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@@ -1,5 +1,7 @@
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using System;
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using UnityEngine;
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using BaseGames.Core;
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using BaseGames.Core.Save;
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using BaseGames.Core.Events;
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using BaseGames.Input;
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@@ -13,7 +15,7 @@ namespace BaseGames.Player
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/// 3. _onSkillSetChanged SO 事件(SkillHUD 刷新)
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/// 架构 05_PlayerModule §6。
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/// </summary>
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public class FormController : MonoBehaviour
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public class FormController : MonoBehaviour, ISaveable
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{
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[Header("配置")]
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[SerializeField] private FormConfigSO _config;
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@@ -37,6 +39,7 @@ namespace BaseGames.Player
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private void OnEnable()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
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if (_input == null) return;
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_input.SwitchSkyFormEvent += OnSwitchSky;
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_input.SwitchEarthFormEvent += OnSwitchEarth;
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@@ -45,6 +48,7 @@ namespace BaseGames.Player
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private void OnDisable()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
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if (_input == null) return;
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_input.SwitchSkyFormEvent -= OnSwitchSky;
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_input.SwitchEarthFormEvent -= OnSwitchEarth;
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@@ -86,6 +90,31 @@ namespace BaseGames.Player
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SwitchForm(form.formType);
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}
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// ── ISaveable ────────────────────────────────────────────────────────────
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public void OnSave(SaveData data)
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{
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data.Player.ActiveFormId = CurrentForm?.formId;
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}
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public void OnLoad(SaveData data)
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{
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if (string.IsNullOrEmpty(data.Player.ActiveFormId) || _config?.forms == null)
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{
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if (_config?.forms != null && _config.forms.Length > 0)
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CurrentForm = _config.forms[0];
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return;
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}
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for (int i = 0; i < _config.forms.Length; i++)
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{
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if (_config.forms[i]?.formId == data.Player.ActiveFormId)
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{
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SwitchToFormByIndex(i);
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return;
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}
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}
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}
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// ── 内部输入处理 ────────────────────────────────────────────────────────
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private void OnSwitchSky() => SwitchForm(FormType.TianHun);
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private void OnSwitchEarth() => SwitchForm(FormType.DiHun);
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11
Assets/_Game/Scripts/World/DeathShadeManager.cs.meta
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11
Assets/_Game/Scripts/World/DeathShadeManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8bf433e2cc0b7a9499692239ed9fcd92
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,5 +1,4 @@
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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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using BaseGames.Core;
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using BaseGames.Core.Events;
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@@ -53,18 +52,14 @@ namespace BaseGames.World.Map
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public void OnSave(SaveData data)
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{
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data.Map.ExploredRooms ??= new List<string>();
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data.Map.ExploredRooms.Clear();
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data.Map.ExploredRooms.AddRange(_exploredRooms);
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data.Map.MappedRooms ??= new List<string>();
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data.Map.MappedRooms.Clear();
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data.Map.MappedRooms.AddRange(_mappedRooms);
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data.Map.ExploredRooms = new HashSet<string>(_exploredRooms);
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data.Map.MappedRooms = new HashSet<string>(_mappedRooms);
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}
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public void OnLoad(SaveData data)
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{
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_exploredRooms = new HashSet<string>(data.Map.ExploredRooms ?? new System.Collections.Generic.List<string>());
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_mappedRooms = new HashSet<string>(data.Map.MappedRooms ?? new System.Collections.Generic.List<string>());
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_exploredRooms = data.Map.ExploredRooms != null ? new HashSet<string>(data.Map.ExploredRooms) : new HashSet<string>();
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_mappedRooms = data.Map.MappedRooms != null ? new HashSet<string>(data.Map.MappedRooms) : new HashSet<string>();
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}
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// ── 事件驱动房间发现 ──────────────────────────────────────────────────
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11
Assets/_Game/Scripts/World/WorldStateRegistrySaver.cs.meta
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11
Assets/_Game/Scripts/World/WorldStateRegistrySaver.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 751a997be7ac4f748abb20be90b615d9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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