修正任务时间转换

This commit is contained in:
YiHan0621
2025-09-10 15:23:49 +08:00
parent 601ec86256
commit bf13498f86
4 changed files with 130 additions and 94 deletions

View File

@@ -229,8 +229,8 @@ namespace TcgEngine
public struct PlayerTaskResponse
{
public string taskId;
public long assignedTime;
public long expireTime;
public string assignedTime;
public string expireTime;
public int status;
public int progress;
}
@@ -239,14 +239,14 @@ namespace TcgEngine
public struct PlayerTasksResponse
{
public PlayerTaskResponse[] tasks;
public long lastDailyTaskAssigned;
public string lastDailyTaskAssigned;
}
[Serializable]
public struct PlayerTaskSaveRequest
{
public PlayerTaskResponse[] tasks;
public long lastDailyTaskAssigned;
public string lastDailyTaskAssigned;
}
}

View File

@@ -62,8 +62,6 @@ namespace TcgEngine
{
int currentLeve = GetLevel();
int baseXp = (currentLeve - 1) * 1000;
Debug.LogError(xp);
// 距离下一级还需多少经验值
int xpIntoCurrentLevel = xp - baseXp;
return (float)xpIntoCurrentLevel / 1000f;

View File

@@ -47,6 +47,39 @@ namespace TcgEngine
return taskData;
}
// 本地读取的缓存存储处
// 还没改
public TaskData LoadFromResponse(TaskDataResponse response)
{
TaskData task = ScriptableObject.CreateInstance<TaskData>();
task.id = response.id;
task.name = response.name;
task.desc = response.desc;
task.condition = (TaskConditionType)response.condition;
task.value1 = response.value1;
task.value2 = response.value2;
task.value3 = response.value3;
if (response.rewardTypes != null)
{
task.rewardTypes = new TaskRewardType[response.rewardTypes.Length];
for (int i = 0; i < response.rewardTypes.Length; i++)
{
task.rewardTypes[i] = (TaskRewardType)response.rewardTypes[i];
}
}
else
{
task.rewardTypes = new TaskRewardType[0];
}
task.rewardNums = response.rewardNums != null ? response.rewardNums : new int[0];
task.isDailyTask = response.isDailyTask;
task.durationHours = response.durationHours;
return task;
}
}
public enum TaskConditionType
@@ -78,11 +111,7 @@ namespace TcgEngine
{
taskId = taskConfig.id;
assignedTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
expireTime = DateTimeOffset.UtcNow.AddHours(taskConfig.durationHours).ToUnixTimeSeconds();
Debug.Log($"<color=red>" +
$"任务获取时间=={assignedTime}" +
$"任务结束时间=={expireTime}" +
$"</color>");
expireTime = DateTimeOffset.FromUnixTimeSeconds(assignedTime).AddDays(1).ToUnixTimeSeconds();
status = TaskStatus.Active;
progress = 0;
}
@@ -92,27 +121,48 @@ namespace TcgEngine
public PlayerTask(PlayerTaskResponse response)
{
taskId = response.taskId;
assignedTime = response.assignedTime;
expireTime = response.expireTime;
Debug.Log($"<color=red>" +
$"任务获取时间=={assignedTime}" +
$"任务结束时间=={expireTime}" +
$"</color>");
assignedTime = Iso8601ToTimestamp(response.assignedTime);
expireTime = Iso8601ToTimestamp(response.expireTime);
status = (TaskStatus)response.status;
progress = response.progress;
}
// 转换为服务器响应数据
// 转换为服务器响应数据,传递向服务器
public PlayerTaskResponse ToResponse()
{
PlayerTaskResponse response = new PlayerTaskResponse();
response.taskId = taskId;
response.assignedTime = assignedTime;
response.expireTime = expireTime;
response.assignedTime = TimestampToIso8601(assignedTime);
response.expireTime = TimestampToIso8601(expireTime);
response.status = (int)status;
response.progress = progress;
return response;
}
// 时间戳(秒)转 ISO 8601 格式字符串
public static string TimestampToIso8601(long timestampSeconds)
{
// 从 Unix 时间戳(秒)创建 DateTimeOffsetUTC 时间)
DateTimeOffset dateTimeOffset = DateTimeOffset.FromUnixTimeSeconds(timestampSeconds);
// 转换为带毫秒的 ISO 8601 格式UTC+0 时区,带 Z 标识)
return dateTimeOffset.ToString("yyyy-MM-ddTHH:mm:ss.fffZ");
}
public static long Iso8601ToTimestamp(string iso8601String)
{
// 清除字符串前后的空白字符和可能的隐藏字符
string cleaned = iso8601String?.Trim() ?? string.Empty;
if (DateTimeOffset.TryParse(cleaned, out DateTimeOffset dateTimeOffset))
{
return dateTimeOffset.ToUnixTimeSeconds();
}
// 输出错误信息便于排查(实际运行可删除)
Debug.LogError($"解析失败,原始字符串: [{iso8601String}], 清理后: [{cleaned}]");
throw new ArgumentException("无效的 ISO 8601 格式字符串");
}
}
public enum TaskStatus
@@ -122,4 +172,6 @@ namespace TcgEngine
Expired = 2, // 过期
Claimed = 3 // 已领取
}
}

View File

@@ -15,7 +15,6 @@ namespace TcgEngine.Gameplay
public class TaskManager : MonoBehaviour
{
public static TaskManager Instance;
[Header("Player Data")]
public List<PlayerTask> playerTasks = new List<PlayerTask>();
public bool isClearPlayerTasks = false;
@@ -34,7 +33,9 @@ namespace TcgEngine.Gameplay
// 任务缓存处
public Dictionary<string,TaskData> taskConfigs = new Dictionary<string,TaskData>();
// 玩家任务快速索引
private Dictionary<string, PlayerTask> assignedTaskDict = new Dictionary<string, PlayerTask>();
private void Awake()
{
@@ -47,6 +48,7 @@ namespace TcgEngine.Gameplay
{
Destroy(gameObject);
}
}
private void Start()
@@ -65,6 +67,7 @@ namespace TcgEngine.Gameplay
LoadPlayerData();
gameClient.onGameStart += OnGameStart;
gameClient.onGameEnd += OnGameEnd;
refreshTaskUI += CheckExpiredTasks;
// gameClient.onConnectServer?.Invoke();
}
@@ -149,7 +152,7 @@ namespace TcgEngine.Gameplay
{
Debug.Log($"缓存ID处<color=pink>{item.id}</color>");
taskConfigs[item.id] =
CreateFromResponse(item);
TaskData.CreateFromResponse(item);
}
Debug.Log("共储存:" + taskConfigs.Count + "条信息");
@@ -173,38 +176,6 @@ namespace TcgEngine.Gameplay
}
}
}
// 服务器下发的缓存存储处
public TaskData CreateFromResponse(TaskDataResponse response)
{
TaskData task = ScriptableObject.CreateInstance<TaskData>();
task.id = response.id;
task.name = response.name;
task.desc = response.desc;
task.condition = (TaskConditionType)response.condition;
task.value1 = response.value1;
task.value2 = response.value2;
task.value3 = response.value3;
if (response.rewardTypes != null)
{
task.rewardTypes = new TaskRewardType[response.rewardTypes.Length];
for (int i = 0; i < response.rewardTypes.Length; i++)
{
task.rewardTypes[i] = (TaskRewardType)response.rewardTypes[i];
}
}
else
{
task.rewardTypes = new TaskRewardType[0];
}
task.rewardNums = response.rewardNums != null ? response.rewardNums : new int[0];
task.isDailyTask = response.isDailyTask;
task.durationHours = response.durationHours;
return task;
}
private async void LoadPlayerData()
{
@@ -228,17 +199,19 @@ namespace TcgEngine.Gameplay
try
{
PlayerTasksResponse response = ApiTool.JsonToObject<PlayerTasksResponse>(res.data);
lastDailyTaskAssigned = response.lastDailyTaskAssigned;
lastDailyTaskAssigned = PlayerTask.Iso8601ToTimestamp(response.lastDailyTaskAssigned);
// 清除现有任务
playerTasks.Clear();
assignedTaskDict.Clear();
// 转换并添加任务
foreach (var taskResponse in response.tasks)
{
PlayerTask playerTask = new PlayerTask(taskResponse);
playerTasks.Add(playerTask);
Debug.Log(playerTask);
assignedTaskDict[playerTask.taskId] = playerTask;
Debug.Log($"已分配任务: {playerTask.taskId}");
}
Debug.Log("Player tasks loaded from server: " + playerTasks.Count + " tasks");
@@ -260,31 +233,26 @@ namespace TcgEngine.Gameplay
// 将玩家任务数据保存到服务器
if (ApiClient.Get() != null)
{
if (isClearPlayerTasks)
{
playerTasks.Clear();
isClearPlayerTasks = false;
}
// 准备要发送的数据
PlayerTasksResponse saveData = new PlayerTasksResponse();
PlayerTaskSaveRequest saveData = new PlayerTaskSaveRequest();
// 转换任务数据
PlayerTaskResponse[] taskResponses = new PlayerTaskResponse[playerTasks.Count];
for (int i = 0; i < playerTasks.Count; i++)
{
taskResponses[i] = playerTasks[i].ToResponse();
Debug.Log($"数据[{i}]:{taskResponses[i].taskId}");
}
foreach (PlayerTaskResponse item in taskResponses)
{
Debug.Log($"<color=red>id:{item.taskId}" +
$"开始时间:{item.assignedTime}" +
$"结束时间:{item.expireTime}" +
$"状态:{item.status}" +
$"进度:{item.progress}" +
$"</color>");
}
Debug.Log($"<color=red>{taskResponses.Length}</color>");
saveData.tasks = taskResponses;
saveData.lastDailyTaskAssigned = lastDailyTaskAssigned;
saveData.lastDailyTaskAssigned = PlayerTask.TimestampToIso8601(lastDailyTaskAssigned);
Debug.Log($"saveData.tasks---{saveData.tasks.Length}");
@@ -295,11 +263,7 @@ namespace TcgEngine.Gameplay
Debug.Log(json);
Debug.Log($"<color=red>SavePlayerData:{url}</color>");
if (isClearPlayerTasks)
{
Debug.Log($"数据清除后<color=red>SavePlayerData:{url}</color>");
isClearPlayerTasks = false;
}
if (res.success)
{
@@ -318,6 +282,11 @@ namespace TcgEngine.Gameplay
{
ClearAllSaveData();
}
if (Input.GetKeyDown(KeyCode.S))
{
SavePlayerData();
}
}
private void ClearAllSaveData()
@@ -328,6 +297,7 @@ namespace TcgEngine.Gameplay
return;
}
playerTasks.Clear();
assignedTaskDict.Clear();
SavePlayerData();
Debug.Log("清除成功");
@@ -337,12 +307,12 @@ namespace TcgEngine.Gameplay
public void AssignDailyTaskIfNeeded()
{
long now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
long secondsSinceLastTask = now - lastDailyTaskAssigned;
long secondsSinceLastTask = now - lastDailyTaskAssigned;
// 转换为小时
double hoursSinceLastTask = secondsSinceLastTask / 3600.0;
if (hoursSinceLastTask < 24)
Debug.Log($"当前时间:{now},最后下发时间:{lastDailyTaskAssigned},减去时间{secondsSinceLastTask},小时时间:{hoursSinceLastTask}");
if (hoursSinceLastTask < 24 && assignedTaskDict.Count == 5)
return;
// 检查玩家是否已达到最大任务数
@@ -388,8 +358,8 @@ namespace TcgEngine.Gameplay
triedTasks.Add(candidateTask.id);
// 检查任务是否有效(未被玩家完成过或未在进度中)
if (!playerTasks.Any(pt => pt.taskId == candidateTask.id))
// 用字典判断是否已分配过
if (!assignedTaskDict.ContainsKey(candidateTask.id))
{
selectedTask = candidateTask;
break;
@@ -414,12 +384,14 @@ namespace TcgEngine.Gameplay
}
// 检查并更新过期任务
public void CheckExpiredTasks()
public void CheckExpiredTasks(List<PlayerTask> tasksList)
{
long now = DateTimeOffset.UtcNow.ToUnixTimeSeconds(); // 当前时间戳(秒)
foreach (var task in playerTasks)
foreach (var task in tasksList)
{
if (task.status == TaskStatus.Active && now > task.expireTime)
long unixTime = task.expireTime;
if (task.status == TaskStatus.Active && now > unixTime)
{
task.status = TaskStatus.Expired;
}
@@ -482,7 +454,15 @@ namespace TcgEngine.Gameplay
private TaskData GetTaskConfig(string taskId)
{
TaskData[] allTasks = Resources.LoadAll<TaskData>("Tasks");
TaskData[] allTasks;
if (taskConfigs!=null)
{
allTasks = taskConfigs.Values.ToArray();
}
else
{
allTasks = Resources.LoadAll<TaskData>("Tasks");
}
return allTasks.FirstOrDefault(t => t.id == taskId);
}
@@ -547,7 +527,6 @@ namespace TcgEngine.Gameplay
if (progressUpdated)
{
Debug.LogError("读到了");
SavePlayerData();
}
}
@@ -555,7 +534,6 @@ namespace TcgEngine.Gameplay
// 事件处理方法
private void OnGameStart()
{
// 进行对战任务进度+1
UpdateTaskProgress(TaskConditionType.PlayGames);
}
@@ -636,12 +614,14 @@ namespace TcgEngine.Gameplay
public void OnPlayerLogin()
{
// 检查是否已有登录任务
bool hasLoginTask = playerTasks.Any(t =>
bool hasLoginTask = assignedTaskDict.Values.Any(t =>
{
TaskData config = GetTaskConfig(t.taskId);
return config != null && config.condition == TaskConditionType.LoginGame;
});
Debug.Log("hasLoginTask:"+hasLoginTask);
// 如果没有登录任务,就分配一个
if (!hasLoginTask)
{
@@ -656,9 +636,6 @@ namespace TcgEngine.Gameplay
// 登录任务完成
UpdateTaskProgress(TaskConditionType.LoginGame);
// 检查是否有任务完成并自动领取奖励
CheckAndClaimCompletedTasks();
}
@@ -667,14 +644,23 @@ namespace TcgEngine.Gameplay
/// </summary>
private void AssignLoginTask()
{
TaskData[] allTasks = Resources.LoadAll<TaskData>("Tasks");
TaskData[] allTasks;
if (taskConfigs != null)
{
allTasks = taskConfigs.Values.ToArray();
}
else
{
allTasks = Resources.LoadAll<TaskData>("Tasks");
}
var loginTask = allTasks.FirstOrDefault(t => t.isDailyTask && t.condition == TaskConditionType.LoginGame);
if (loginTask != null)
{
PlayerTask playerTask = new PlayerTask(loginTask);
playerTasks.Add(playerTask);
lastDailyTaskAssigned = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
lastDailyTaskAssigned = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
SavePlayerData();
Debug.Log($"分配登录任务: {loginTask.name}");
}