using System;
using Newtonsoft.Json;
using UnityEngine;
namespace Activity.Data
{
///
/// 基于 PlayFab 的数据存储实现
///
public class EventDataRepository : IEventDataRepository
{
public void Save(T data) where T : IEventData
{
if (data == null)
{
Debug.LogWarning($"[EventDataRepository] Cannot save null data for {typeof(T).Name}");
return;
}
try
{
var json = JsonConvert.SerializeObject(data);
#if UNITY_EDITOR
Debug.Log($"[EventDataRepository] Saving {typeof(T).Name}: {json}");
#endif
PlayFabMgr.Instance?.UpdateUserDataValue(typeof(T).Name, json);
}
catch (Exception e)
{
Debug.LogError($"[EventDataRepository] Failed to save {typeof(T).Name}: {e.Message}\n{e.StackTrace}");
}
}
public T Load() where T : IEventData, new()
{
try
{
var dataStr = PlayFabMgr.Instance?.GetLocalData(typeof(T).Name);
if (string.IsNullOrEmpty(dataStr)) return new T();
// #if UNITY_EDITOR
// Debug.Log($"[EventDataRepository] Load {typeof(T).Name}: {dataStr}");
// #endif
var data = JsonConvert.DeserializeObject(dataStr);
return data ?? new T();
}
catch (Exception e)
{
Debug.LogError($"[EventDataRepository] Failed to load {typeof(T).Name}: {e.Message}\n{e.StackTrace}");
return new T();
}
}
public bool Exists() where T : IEventData
{
var dataStr = PlayFabMgr.Instance?.GetLocalData(typeof(T).Name);
return !string.IsNullOrEmpty(dataStr);
}
}
}