- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Setting;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 游戏配置组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/Setting")]
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public sealed class SettingComponent : GameFrameworkComponent
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{
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private ISettingManager m_SettingManager = null;
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[SerializeField]
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private string m_SettingHelperTypeName = "UnityGameFramework.Runtime.DefaultSettingHelper";
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[SerializeField]
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private SettingHelperBase m_CustomSettingHelper = null;
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/// <summary>
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/// 获取游戏配置项数量。
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/// </summary>
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public int Count
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{
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get
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{
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return m_SettingManager.Count;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_SettingManager = GameFrameworkEntry.GetModule<ISettingManager>();
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if (m_SettingManager == null)
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{
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Log.Fatal("Setting manager is invalid.");
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return;
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}
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SettingHelperBase settingHelper = Helper.CreateHelper(m_SettingHelperTypeName, m_CustomSettingHelper);
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if (settingHelper == null)
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{
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Log.Error("Can not create setting helper.");
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return;
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}
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settingHelper.name = "Setting Helper";
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Transform transform = settingHelper.transform;
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transform.SetParent(this.transform);
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transform.localScale = Vector3.one;
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m_SettingManager.SetSettingHelper(settingHelper);
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}
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private void Start()
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{
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if (!m_SettingManager.Load())
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{
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Log.Error("Load settings failure.");
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}
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}
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/// <summary>
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/// 保存游戏配置。
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/// </summary>
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public void Save()
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{
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m_SettingManager.Save();
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}
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/// <summary>
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/// 获取所有游戏配置项的名称。
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/// </summary>
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/// <returns>所有游戏配置项的名称。</returns>
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public string[] GetAllSettingNames()
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{
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return m_SettingManager.GetAllSettingNames();
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}
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/// <summary>
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/// 获取所有游戏配置项的名称。
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/// </summary>
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/// <param name="results">所有游戏配置项的名称。</param>
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public void GetAllSettingNames(List<string> results)
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{
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m_SettingManager.GetAllSettingNames(results);
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}
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/// <summary>
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/// 检查是否存在指定游戏配置项。
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/// </summary>
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/// <param name="settingName">要检查游戏配置项的名称。</param>
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/// <returns>指定的游戏配置项是否存在。</returns>
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public bool HasSetting(string settingName)
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{
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return m_SettingManager.HasSetting(settingName);
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}
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/// <summary>
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/// 移除指定游戏配置项。
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/// </summary>
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/// <param name="settingName">要移除游戏配置项的名称。</param>
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public void RemoveSetting(string settingName)
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{
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m_SettingManager.RemoveSetting(settingName);
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}
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/// <summary>
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/// 清空所有游戏配置项。
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/// </summary>
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public void RemoveAllSettings()
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{
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m_SettingManager.RemoveAllSettings();
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}
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/// <summary>
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/// 从指定游戏配置项中读取布尔值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的布尔值。</returns>
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public bool GetBool(string settingName)
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{
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return m_SettingManager.GetBool(settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取布尔值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
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/// <returns>读取的布尔值。</returns>
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public bool GetBool(string settingName, bool defaultValue)
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{
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return m_SettingManager.GetBool(settingName, defaultValue);
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}
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/// <summary>
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/// 向指定游戏配置项写入布尔值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的布尔值。</param>
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public void SetBool(string settingName, bool value)
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{
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m_SettingManager.SetBool(settingName, value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取整数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的整数值。</returns>
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public int GetInt(string settingName)
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{
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return m_SettingManager.GetInt(settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取整数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
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/// <returns>读取的整数值。</returns>
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public int GetInt(string settingName, int defaultValue)
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{
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return m_SettingManager.GetInt(settingName, defaultValue);
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}
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/// <summary>
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/// 向指定游戏配置项写入整数值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的整数值。</param>
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public void SetInt(string settingName, int value)
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{
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m_SettingManager.SetInt(settingName, value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取浮点数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的浮点数值。</returns>
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public float GetFloat(string settingName)
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{
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return m_SettingManager.GetFloat(settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取浮点数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
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/// <returns>读取的浮点数值。</returns>
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public float GetFloat(string settingName, float defaultValue)
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{
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return m_SettingManager.GetFloat(settingName, defaultValue);
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}
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/// <summary>
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/// 向指定游戏配置项写入浮点数值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的浮点数值。</param>
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public void SetFloat(string settingName, float value)
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{
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m_SettingManager.SetFloat(settingName, value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取字符串值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的字符串值。</returns>
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public string GetString(string settingName)
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{
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return m_SettingManager.GetString(settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取字符串值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
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/// <returns>读取的字符串值。</returns>
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public string GetString(string settingName, string defaultValue)
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{
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return m_SettingManager.GetString(settingName, defaultValue);
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}
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/// <summary>
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/// 向指定游戏配置项写入字符串值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的字符串值。</param>
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public void SetString(string settingName, string value)
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{
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m_SettingManager.SetString(settingName, value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <typeparam name="T">要读取对象的类型。</typeparam>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的对象。</returns>
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public T GetObject<T>(string settingName)
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{
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return m_SettingManager.GetObject<T>(settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <param name="objectType">要读取对象的类型。</param>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的对象。</returns>
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public object GetObject(Type objectType, string settingName)
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{
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return m_SettingManager.GetObject(objectType, settingName);
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <typeparam name="T">要读取对象的类型。</typeparam>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
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/// <returns>读取的对象。</returns>
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public T GetObject<T>(string settingName, T defaultObj)
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{
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return m_SettingManager.GetObject(settingName, defaultObj);
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <param name="objectType">要读取对象的类型。</param>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
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/// <returns>读取的对象。</returns>
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public object GetObject(Type objectType, string settingName, object defaultObj)
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{
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return m_SettingManager.GetObject(objectType, settingName, defaultObj);
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}
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/// <summary>
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/// 向指定游戏配置项写入对象。
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/// </summary>
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/// <typeparam name="T">要写入对象的类型。</typeparam>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="obj">要写入的对象。</param>
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public void SetObject<T>(string settingName, T obj)
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{
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m_SettingManager.SetObject(settingName, obj);
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}
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/// <summary>
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/// 向指定游戏配置项写入对象。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="obj">要写入的对象。</param>
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public void SetObject(string settingName, object obj)
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{
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m_SettingManager.SetObject(settingName, obj);
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}
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}
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}
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