test(upserver): 归档存档迁移与玩法闭环回归工具

This commit is contained in:
Liubing\LB
2026-09-28 18:16:14 +08:00
parent c4ae02def9
commit a6f5e107f8
232 changed files with 12903 additions and 0 deletions

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using System; using System.Collections.Generic; using System.Threading.Tasks;
public class LegacySlice {
public int Continues; public FishingData fishingData=new(); public Tables _tables=new(); public void Run()=>DoConsumeBait(); void NoInternet(){} void WaitForFishBiteED()=>Continues++;
private void DoConsumeBait()
{
if (Application.internetReachability == NetworkReachability.NotReachable)
{
NoInternet();
}
else
{
ConsumeBaitOnPlayfab();
WaitForFishBiteED();
}
}
private async void ConsumeBaitOnPlayfab()
{
var playerData = GContext.container.Resolve<PlayerData>();
EnergyDef energyDef = _tables.TbEnergyDef.DataList[playerData.magnification];
var energy = energyDef.Mag;
if (fishingData.IsRetry)
{
energy = energyDef.RetryCost;
}
var commonDatas = new Dictionary<string, string>(playerData.PlayerDataDic);
commonDatas["energy"] = (playerData.Energy - energy).ToString();
playerData.ReduceEnergy(energy, false);
if (!fishingData.IsPackItemFish())
{
GContext.Publish(new ConditionTypeEvent(ConditionType.ConsumeEnergy, energy));
}
var success = await PlayFabMgr.Instance.SyncDataImmidiate("NewPlayerDataDic",
Newtonsoft.Json.JsonConvert.SerializeObject(commonDatas));
Debug.Log($"[FishBehaviourB::ConsumeBaitOnPlayfab] {success}");
}
}