jump-out-of-the-world/Assets/Scripts/GlobalGameDataManager.cs

137 lines
4.1 KiB
C#

/*
zlib License
跳出一方天地 (C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class GlobalGameDataManager : MonoBehaviour
{
// Global
public struct GameData
{
public string name;
public int meters;
}
private static GameData[] _gameDatas; // For Ranking Use
private static string _dataPath;
private static bool _initialized = false;
private void Awake()
{
var flag = false;
if (_initialized) return;
_gameDatas = new GameData[4];
_dataPath = Application.persistentDataPath + "/rank.dat";
// Read from file
if (File.Exists(_dataPath))
{
// Read 3 Lines from local data
using var streamReader = new StreamReader(_dataPath);
for (var i = 0; i < 3; ++i)
{
try
{
var temp = streamReader.ReadLine()!.Split(' ');
_gameDatas[i].name = temp[0];
_gameDatas[i].meters = int.Parse(temp[1]);
}
catch (Exception e)
{
print(e);
print(_dataPath);
flag = true;
break;
}
}
}
if (flag)
{
if (File.Exists(_dataPath))
File.Delete(_dataPath);
File.Create(_dataPath);
_gameDatas = new GameData[4];
for (var i = 0; i < 4; ++i)
{
_gameDatas[i].name = "Unknown";
_gameDatas[i].meters = 0;
}
}
_initialized = true;
}
public static bool NeedUpdateName(int score)
{
RecentScore = score;
var tmpArray = new int[4];
for (var i = 0; i < 3; ++i)
tmpArray[i] = _gameDatas[i].meters;
tmpArray[3] = score;
Array.Sort(tmpArray, (lhs, rhs) => rhs - lhs);
return score != tmpArray[3];
}
public static void UpdateGameData(GameData data)
{
// First, place New GameData in the back of the array
_gameDatas[3] = data;
// Then, sort _gameData according to meters
Array.Sort(_gameDatas, (lhs, rhs) => rhs.meters - lhs.meters);
WriteGameData();
}
private static void WriteGameData()
{
using var streamWriter = new StreamWriter(_dataPath, false);
for (var i = 0; i < 3; ++i)
{
streamWriter.WriteLine(_gameDatas[i].name + ' ' + _gameDatas[i].meters);
}
}
// Call this only in MainScene
public static int GetScore()
{
var distanceText = GameObject.FindGameObjectWithTag("DistanceText");
var score = distanceText.GetComponent<Text>().text;
var result = int.Parse(score[9..^1]);
print(result);
return result;
}
public static IEnumerable<GameData> GameDataList
{
get
{
var list = new List<GameData>();
for (var i = 0; i < 3; ++i)
list.Add(_gameDatas[i]);
return list;
}
}
public static int RecentScore { get; private set; }
}