#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
///
/// 打包前一键初始化工具:把随包发布的玩家进度状态恢复到默认(零)值。
///
/// 只重置“玩家进度状态”,绝不改动业务/配置数据。具体范围见菜单确认框。
/// 明确不碰:isUnlocked(角色/歌曲/剧情解锁)、itemPurchaseQuota(限购配置)、
/// equippedSkillGroupIDs(技能配装)、associatedAllyHero 等引用、DLC 配置、
/// 拥有权账本 .own.dat、以及技能/羁绊/皮肤等定义资产。
///
public static class PackagingResetTool
{
private const string GeneratedEquipmentFolder = "Assets/Resources/so/uEquip";
private const string NextGeneratedIdPrefsKey = "bansonic_equipment_next_id_v1";
// .cache_bridge 下按固定文件名持久化的本机测试存档(不进包,但编辑器 Play 会回写 .asset)。
// 注意:故意不含 .own.dat / .own.bak(拥有权账本),以免影响解锁业务逻辑。
private static readonly string[] CacheBridgeSaveFiles =
{
".eco.dat", ".eco.bak", ".eco.tmp", // PlayerEconomyStorage(货币)
".ahd.dat", ".ahd.bak", ".ahd.tmp", // AllyHeroDeployLedgerStorage(英雄成长)
".xpv.dat", ".xpv.bak", ".xpv.tmp", // ExpBottleLedgerStorage(经验瓶)
".dsm.dat", ".dsm.bak", ".dsm.tmp", // DushMaterialLedgerStorage(突破材料)
".eqc.dat", ".eqc.bak", ".eqc.tmp", // EquipmentConsumableLedgerStorage(装备消耗品)
};
[MenuItem("Tools/Packaging/一键初始化打包设置(恢复默认)", false, 0)]
public static void ResetForPackaging()
{
bool isBatchMode = Application.isBatchMode;
if (!isBatchMode)
{
bool confirmed = EditorUtility.DisplayDialog(
"一键初始化打包设置",
"将执行以下重置(仅玩家进度,不改配置/解锁/技能配装):\n\n" +
"1. 玩家:金币、材料、经验、等级清零\n" +
"2. 英雄:经验、成长阶位、自动突破、等级锁、出战/完成/MVP 统计、入队日期清零\n" +
"2.5 歌曲:游玩次数、累计时长、各难度成绩记录清零(歌曲解锁/谱面配置不动)\n" +
"3. 装备:删除 " + GeneratedEquipmentFolder + " 下所有生成装备,清除英雄已装备引用\n" +
"4. 商店:所有物品 purchasedCount、user_has_read 清零(限购配置 itemPurchaseQuota 不动)\n" +
"5. 清理本机测试存档(.cache_bridge 货币/成长/经验瓶/突破材料/装备消耗品、player_rks、player_experience、player_skills、装备/商店存档,不含拥有权账本)与相关 PlayerPrefs\n\n" +
"此操作会修改并保存资产文件,建议在版本控制下执行。是否继续?",
"执行重置",
"取消");
if (!confirmed)
{
return;
}
}
else
{
Debug.Log("[PackagingReset] BatchMode 检测到,跳过确认弹窗,直接执行重置。");
}
var report = new StringBuilder();
int errors = 0;
// 【关键】先删除运行时存档,再清理 .asset。
// 原因:SongData.OnEnable() 在编辑器模式下会从存档回写到 .asset;
// 如果先改 .asset 再删存档,.asset 被修改时触发 OnEnable() → 从存档回写 → .asset 又脏了。
errors += ClearRuntimeSaves(report);
errors += ClearPlayerPrefs(report);
try
{
AssetDatabase.StartAssetEditing();
errors += ResetPlayers(report);
errors += ResetPlayerSkills(report);
errors += ResetHeroes(report);
errors += ResetSongs(report);
errors += DeleteGeneratedEquipmentAssets(report);
errors += ResetStoreItems(report);
}
catch (Exception ex)
{
errors++;
report.AppendLine("资产重置阶段异常:" + ex.Message);
}
finally
{
AssetDatabase.StopAssetEditing();
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
report.Insert(0, errors == 0
? "打包初始化完成,未发现错误。\n\n"
: "打包初始化完成,但有 " + errors + " 处警告/错误,请查看下方明细。\n\n");
Debug.Log("[PackagingReset]\n" + report);
if (!isBatchMode)
{
EditorUtility.DisplayDialog(
errors == 0 ? "初始化完成" : "初始化完成(有警告)",
report.ToString(),
"好");
}
}
private static int ResetPlayers(StringBuilder report)
{
int errors = 0;
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:Player_SO"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null)
{
continue;
}
var serialized = new SerializedObject(so);
SetIntIfPresent(serialized, "player_coins", 0);
SetIntIfPresent(serialized, "player_material", 0);
SetIntIfPresent(serialized, "player_currentEXP", 0);
SetIntIfPresent(serialized, "player_currentLevel", 0);
SetFloatIfPresent(serialized, "uRankingScore", 0f);
// 经验瓶 / 突破材料等消耗品库存也一并清零(属于玩家进度,非配置)。
SetIntIfPresent(serialized, "commonExpBottle78001", 0);
SetIntIfPresent(serialized, "mediumExpBottle78002", 0);
SetIntIfPresent(serialized, "superiorExpBottle78003", 0);
SetIntIfPresent(serialized, "supremeExpBottle78004", 0);
SetIntIfPresent(serialized, "extraordinaryExpBottle78005", 0);
SetIntIfPresent(serialized, "celestialExpBottle78006", 0);
SetIntIfPresent(serialized, "dushMaterial78021", 0);
SetIntIfPresent(serialized, "dushMaterial78022", 0);
SetIntIfPresent(serialized, "dushMaterial78023", 0);
SetIntIfPresent(serialized, "dushMaterial78024", 0);
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so);
count++;
}
report.AppendLine("玩家资产已重置:" + count + " 个 Player_SO。");
try
{
SecureSaveVault.Delete("player_skills", "runtime");
PlayerProgressBackupService.ClearPlayerSkillBackup();
report.AppendLine("已清理 player_skills 运行时存档与备份(player_skills/runtime)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理 player_skills 存档失败:" + ex.Message);
}
return errors;
}
private static int ResetPlayerSkills(StringBuilder report)
{
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:userLevel_skills_SO"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null || so.skills == null || so.skills.Count == 0)
{
continue;
}
var serialized = new SerializedObject(so);
var skills = serialized.FindProperty("skills");
if (skills != null && skills.isArray)
{
for (int i = 0; i < skills.arraySize; i++)
{
var entry = skills.GetArrayElementAtIndex(i);
SetChildBool(entry, "isEnabled", i == 0);
}
}
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so);
count++;
}
report.AppendLine("玩家技能资产已重置:" + count + " 个 userLevel_skills_SO(仅启用第 0 个技能)。");
return 0;
}
private static int ResetHeroes(StringBuilder report)
{
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:AllyHero_SO"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null)
{
continue;
}
var serialized = new SerializedObject(so);
// 成长进度(不动 isUnlocked / equippedSkillGroupIDs)。
SetIntIfPresent(serialized, "ally_currentEXP", 0);
SetIntIfPresent(serialized, "ally_growthUnlockedTierIndex", 0);
SetBoolIfPresent(serialized, "ally_autoBreakthroughEnabled", false);
SetBoolIfPresent(serialized, "level_lock", false);
// 战斗统计。
SetIntIfPresent(serialized, "ally_battleDeployCount", 0);
SetIntIfPresent(serialized, "ally_finishCount", 0);
SetIntIfPresent(serialized, "ally_mvpCount", 0);
SetLongIfPresent(serialized, "ally_joinDateUtcTicks", 0L);
// 装备引用:因为要删除全部生成装备,这里同步清空引用避免悬空。
SetObjectIfPresent(serialized, "equippedEquipment", null);
SetStringIfPresent(serialized, "equippedEquipmentId", string.Empty);
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so);
count++;
}
report.AppendLine("英雄资产已重置:" + count + " 个 AllyHero_SO(经验/阶位/统计/装备引用)。");
return 0;
}
private static int ResetSongs(StringBuilder report)
{
int count = 0;
int charts = 0;
foreach (var guid in AssetDatabase.FindAssets("t:SongData"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null)
{
continue;
}
var serialized = new SerializedObject(so);
// 顶层游玩进度(不动 songID / isUnlocked / bpm / 谱面配置等)。
SetStringIfPresent(serialized, "usernameID", string.Empty);
SetIntIfPresent(serialized, "game_enterTimes", 0);
SetFloatIfPresent(serialized, "time_totalPlayingTime", 0f);
// 逐难度成绩记录(chartFiles 数组内),只清成绩,保留难度/敌人/谱面配置。
var chartFiles = serialized.FindProperty("chartFiles");
if (chartFiles != null && chartFiles.isArray)
{
for (int i = 0; i < chartFiles.arraySize; i++)
{
var entry = chartFiles.GetArrayElementAtIndex(i);
SetChildInt(entry, "lastScoreForThisDifficulty", 0);
SetChildInt(entry, "chartPersonalRecordForThisDifficulty", 0);
SetChildInt(entry, "idolPersonalRecordForThisDifficulty", 0);
SetChildInt(entry, "totalPersonalRecordForThisDifficulty", 0);
SetChildFloat(entry, "levelProgressForThisDifficulty", 0f);
charts++;
}
}
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so);
// 【关键】清空内存中的运行时数据映射,防止 OnEnable/SavePersistent 回写脏数据。
// SongData 在编辑器模式下会从存档加载到内存 map(personalRecordMap 等),
// 再通过 SyncEntriesFromMaps() 同步到 chartFiles[] 序列化字段。
// 即使磁盘上的存档和 .asset 都清零了,内存中的 map 如果还有旧值,
// Unity 保存资产时会把内存脏数据写回磁盘。必须显式清空。
so.ClearSaveDataAndReload();
count++;
}
report.AppendLine("歌曲资产已重置:" + count + " 个 SongData(游玩次数/时长/" + charts + " 条难度成绩记录)。");
return 0;
}
private static void SetChildInt(SerializedProperty parent, string field, int value)
{
var prop = parent.FindPropertyRelative(field);
if (prop != null)
{
prop.intValue = value;
}
}
private static void SetChildFloat(SerializedProperty parent, string field, float value)
{
var prop = parent.FindPropertyRelative(field);
if (prop != null)
{
prop.floatValue = value;
}
}
private static void SetChildBool(SerializedProperty parent, string field, bool value)
{
var prop = parent.FindPropertyRelative(field);
if (prop != null)
{
prop.boolValue = value;
}
}
private static int DeleteGeneratedEquipmentAssets(StringBuilder report)
{
if (!AssetDatabase.IsValidFolder(GeneratedEquipmentFolder))
{
report.AppendLine("装备目录不存在,跳过删除:" + GeneratedEquipmentFolder);
return 0;
}
int errors = 0;
int deleted = 0;
foreach (var guid in AssetDatabase.FindAssets("t:equipmentSO", new[] { GeneratedEquipmentFolder }))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (AssetDatabase.DeleteAsset(path))
{
deleted++;
}
else
{
errors++;
report.AppendLine("删除装备失败:" + path);
}
}
report.AppendLine("已删除生成装备资产:" + deleted + " 个(目录 " + GeneratedEquipmentFolder + ")。");
return errors;
}
private static int ResetStoreItems(StringBuilder report)
{
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:storeItemSO"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null)
{
continue;
}
var serialized = new SerializedObject(so);
// 只清运行时计数,不动 itemPurchaseQuota / isOnShelf / 关联引用等配置。
SetIntIfPresent(serialized, "purchasedCount", 0);
SetBoolIfPresent(serialized, "user_has_read", false);
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so);
count++;
}
report.AppendLine("商店物品已重置:" + count + " 个 storeItemSO(purchasedCount / user_has_read 清零)。");
return 0;
}
private static int ClearRuntimeSaves(StringBuilder report)
{
int errors = 0;
// 歌曲成绩存档(必须先删除,避免回写覆盖已清零的 .asset)。
int songSavesCleared = 0;
foreach (var guid in AssetDatabase.FindAssets("t:SongData"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null || so.songID <= 0)
{
continue;
}
try
{
string legacySongPath = Path.Combine(Application.persistentDataPath, $"SongData_{so.songID}.json");
SecureSaveVault.Delete("song_runtime", so.songID.ToString(), legacySongPath);
songSavesCleared++;
}
catch (Exception ex)
{
errors++;
report.AppendLine($"清理歌曲 {so.songID} 存档失败:" + ex.Message);
}
}
report.AppendLine("已清理歌曲运行时存档:" + songSavesCleared + " 个(song_runtime/*)。");
// 商店 purchasedCount 存档(SecureSaveVault + 旧版明文文件)。
try
{
string legacyStorePath = Path.Combine(Application.persistentDataPath, "storeSystem_state.json");
SecureSaveVault.Delete("store_state", "runtime", legacyStorePath);
report.AppendLine("已清理商店运行时存档(store_state/runtime)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理商店存档失败:" + ex.Message);
}
// 生成装备运行时存档。
try
{
SecureSaveVault.Delete("runtime_equipment", "generated_list");
report.AppendLine("已清理生成装备运行时存档(runtime_equipment/generated_list)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理装备存档失败:" + ex.Message);
}
// 货币 / 英雄成长的独立加密存档(按固定文件名)。
string cacheBridge = Path.Combine(Application.persistentDataPath, ".cache_bridge");
int fileDeleted = 0;
foreach (var fileName in CacheBridgeSaveFiles)
{
try
{
string full = Path.Combine(cacheBridge, fileName);
if (File.Exists(full))
{
File.Delete(full);
fileDeleted++;
}
}
catch (Exception ex)
{
errors++;
report.AppendLine("删除存档文件失败(" + fileName + "):" + ex.Message);
}
}
report.AppendLine("已清理 .cache_bridge 货币/成长存档文件:" + fileDeleted + " 个(保留拥有权账本 .own.*)。");
// player_rks / player_experience 等 SecureSaveVault 存档。
try
{
SecureSaveVault.Delete("player_rks", "overall");
report.AppendLine("已清理 player_rks 运行时存档(player_rks/overall)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理 player_rks 存档失败:" + ex.Message);
}
try
{
string legacyExpPath = Path.Combine(Application.persistentDataPath, "player_experience.json");
SecureSaveVault.Delete("player_experience", "runtime", legacyExpPath);
PlayerProgressBackupService.ClearPlayerExperienceBackup();
report.AppendLine("已清理 player_experience 运行时存档(player_experience/runtime)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理 player_experience 存档失败:" + ex.Message);
}
return errors;
}
private static int ClearPlayerPrefs(StringBuilder report)
{
PlayerPrefs.DeleteKey(NextGeneratedIdPrefsKey);
int equipKeysCleared = 0;
int debtKeysCleared = 0;
foreach (var guid in AssetDatabase.FindAssets("t:AllyHero_SO"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath(path);
if (so == null)
{
continue;
}
var serialized = new SerializedObject(so);
var idProp = serialized.FindProperty("ally_heroID");
if (idProp == null)
{
continue;
}
int heroId = idProp.intValue;
// 已装备装备的本机记录会指向被删装备,需清理(不动技能配装记录)。
string equipKey = "ally_equippedEquipment_" + heroId;
if (PlayerPrefs.HasKey(equipKey))
{
PlayerPrefs.DeleteKey(equipKey);
equipKeysCleared++;
}
// 升阶欠账镜像键(idolUpgrade 用):属于成长进度残留。
string debtKey = "idol_upgrade_pending_debt_" + heroId;
if (PlayerPrefs.HasKey(debtKey))
{
PlayerPrefs.DeleteKey(debtKey);
debtKeysCleared++;
}
}
// 队伍槽位经验镜像键(selected_heroSlot0X_exp)。不动 _heroID 槽位编队本身,
// 仅把已归零英雄对应的槽位经验一并清零,避免下次启动被读回覆盖 .asset。
int slotExpCleared = 0;
for (int slot = 1; slot <= 5; slot++)
{
string expKey = "selected_heroSlot0" + slot + "_exp";
if (PlayerPrefs.HasKey(expKey))
{
PlayerPrefs.DeleteKey(expKey);
slotExpCleared++;
}
}
PlayerPrefs.Save();
report.AppendLine("已清理 PlayerPrefs:next-id 键 + " + equipKeysCleared + " 个已装备记录 + "
+ debtKeysCleared + " 个升阶欠账键 + " + slotExpCleared + " 个槽位经验键。");
return 0;
}
private static void SetIntIfPresent(SerializedObject so, string field, int value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.intValue = value;
}
}
private static void SetLongIfPresent(SerializedObject so, string field, long value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.longValue = value;
}
}
private static void SetFloatIfPresent(SerializedObject so, string field, float value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.floatValue = value;
}
}
private static void SetBoolIfPresent(SerializedObject so, string field, bool value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.boolValue = value;
}
}
private static void SetStringIfPresent(SerializedObject so, string field, string value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.stringValue = value;
}
}
private static void SetObjectIfPresent(SerializedObject so, string field, UnityEngine.Object value)
{
var prop = so.FindProperty(field);
if (prop != null)
{
prop.objectReferenceValue = value;
}
}
}
#endif