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