init
This commit is contained in:
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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 System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 默认游戏配置。
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/// </summary>
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public sealed class DefaultSetting
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{
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private readonly SortedDictionary<string, string> m_Settings = new SortedDictionary<string, string>(StringComparer.Ordinal);
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/// <summary>
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/// 初始化本地版本资源列表的新实例。
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/// </summary>
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public DefaultSetting()
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{
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}
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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_Settings.Count;
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}
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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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int index = 0;
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string[] allSettingNames = new string[m_Settings.Count];
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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allSettingNames[index++] = setting.Key;
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}
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return allSettingNames;
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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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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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results.Add(setting.Key);
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}
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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_Settings.ContainsKey(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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/// <returns>是否移除指定游戏配置项成功。</returns>
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public bool RemoveSetting(string settingName)
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{
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return m_Settings.Remove(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_Settings.Clear();
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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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return false;
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}
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return int.Parse(value) != 0;
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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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return int.Parse(value) != 0;
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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_Settings[settingName] = value ? "1" : "0";
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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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return 0;
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}
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return int.Parse(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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/// <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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return int.Parse(value);
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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_Settings[settingName] = value.ToString();
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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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return 0f;
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}
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return float.Parse(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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/// <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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return float.Parse(value);
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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_Settings[settingName] = value.ToString();
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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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return null;
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}
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return 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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/// <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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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return value;
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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_Settings[settingName] = value;
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}
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/// <summary>
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/// 序列化数据。
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/// </summary>
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/// <param name="stream">目标流。</param>
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public void Serialize(Stream stream)
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{
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using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
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{
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binaryWriter.Write7BitEncodedInt32(m_Settings.Count);
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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binaryWriter.Write(setting.Key);
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binaryWriter.Write(setting.Value);
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}
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}
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}
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/// <summary>
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/// 反序列化数据。
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/// </summary>
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/// <param name="stream">指定流。</param>
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public void Deserialize(Stream stream)
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{
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m_Settings.Clear();
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using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8))
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{
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int settingCount = binaryReader.Read7BitEncodedInt32();
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for (int i = 0; i < settingCount; i++)
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{
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m_Settings.Add(binaryReader.ReadString(), binaryReader.ReadString());
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7ab0df4276b162b41813b93d89dd9b6e
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,387 @@
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//------------------------------------------------------------
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// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
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using GameFramework;
|
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using System;
|
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using System.Collections.Generic;
|
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using System.IO;
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using UnityEngine;
|
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|
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namespace UnityGameFramework.Runtime
|
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{
|
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/// <summary>
|
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/// 默认游戏配置辅助器。
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/// </summary>
|
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public class DefaultSettingHelper : SettingHelperBase
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{
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private const string SettingFileName = "GameFrameworkSetting.dat";
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private string m_FilePath = null;
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private DefaultSetting m_Settings = null;
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private DefaultSettingSerializer m_Serializer = null;
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|
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/// <summary>
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/// 获取游戏配置项数量。
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/// </summary>
|
||||
public override int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Settings != null ? m_Settings.Count : 0;
|
||||
}
|
||||
}
|
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|
||||
/// <summary>
|
||||
/// 获取游戏配置存储文件路径。
|
||||
/// </summary>
|
||||
public string FilePath
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||||
{
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||||
get
|
||||
{
|
||||
return m_FilePath;
|
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}
|
||||
}
|
||||
|
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/// <summary>
|
||||
/// 获取游戏配置。
|
||||
/// </summary>
|
||||
public DefaultSetting Setting
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Settings;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏配置序列化器。
|
||||
/// </summary>
|
||||
public DefaultSettingSerializer Serializer
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Serializer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否加载游戏配置成功。</returns>
|
||||
public override bool Load()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!File.Exists(m_FilePath))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Open, FileAccess.Read))
|
||||
{
|
||||
m_Serializer.Deserialize(fileStream);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Load settings failure with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否保存游戏配置成功。</returns>
|
||||
public override bool Save()
|
||||
{
|
||||
try
|
||||
{
|
||||
using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Create, FileAccess.Write))
|
||||
{
|
||||
return m_Serializer.Serialize(fileStream, m_Settings);
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Save settings failure with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <returns>所有游戏配置项的名称。</returns>
|
||||
public override string[] GetAllSettingNames()
|
||||
{
|
||||
return m_Settings.GetAllSettingNames();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <param name="results">所有游戏配置项的名称。</param>
|
||||
public override void GetAllSettingNames(List<string> results)
|
||||
{
|
||||
m_Settings.GetAllSettingNames(results);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否存在指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要检查游戏配置项的名称。</param>
|
||||
/// <returns>指定的游戏配置项是否存在。</returns>
|
||||
public override bool HasSetting(string settingName)
|
||||
{
|
||||
return m_Settings.HasSetting(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要移除游戏配置项的名称。</param>
|
||||
/// <returns>是否移除指定游戏配置项成功。</returns>
|
||||
public override bool RemoveSetting(string settingName)
|
||||
{
|
||||
return m_Settings.RemoveSetting(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有游戏配置项。
|
||||
/// </summary>
|
||||
public override void RemoveAllSettings()
|
||||
{
|
||||
m_Settings.RemoveAllSettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public override bool GetBool(string settingName)
|
||||
{
|
||||
return m_Settings.GetBool(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public override bool GetBool(string settingName, bool defaultValue)
|
||||
{
|
||||
return m_Settings.GetBool(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的布尔值。</param>
|
||||
public override void SetBool(string settingName, bool value)
|
||||
{
|
||||
m_Settings.SetBool(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public override int GetInt(string settingName)
|
||||
{
|
||||
return m_Settings.GetInt(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public override int GetInt(string settingName, int defaultValue)
|
||||
{
|
||||
return m_Settings.GetInt(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的整数值。</param>
|
||||
public override void SetInt(string settingName, int value)
|
||||
{
|
||||
m_Settings.SetInt(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public override float GetFloat(string settingName)
|
||||
{
|
||||
return m_Settings.GetFloat(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public override float GetFloat(string settingName, float defaultValue)
|
||||
{
|
||||
return m_Settings.GetFloat(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的浮点数值。</param>
|
||||
public override void SetFloat(string settingName, float value)
|
||||
{
|
||||
m_Settings.SetFloat(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public override string GetString(string settingName)
|
||||
{
|
||||
return m_Settings.GetString(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public override string GetString(string settingName, string defaultValue)
|
||||
{
|
||||
return m_Settings.GetString(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的字符串值。</param>
|
||||
public override void SetString(string settingName, string value)
|
||||
{
|
||||
m_Settings.SetString(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override T GetObject<T>(string settingName)
|
||||
{
|
||||
return Utility.Json.ToObject<T>(GetString(settingName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override object GetObject(Type objectType, string settingName)
|
||||
{
|
||||
return Utility.Json.ToObject(objectType, GetString(settingName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override T GetObject<T>(string settingName, T defaultObj)
|
||||
{
|
||||
string json = GetString(settingName, null);
|
||||
if (json == null)
|
||||
{
|
||||
return defaultObj;
|
||||
}
|
||||
|
||||
return Utility.Json.ToObject<T>(json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override object GetObject(Type objectType, string settingName, object defaultObj)
|
||||
{
|
||||
string json = GetString(settingName, null);
|
||||
if (json == null)
|
||||
{
|
||||
return defaultObj;
|
||||
}
|
||||
|
||||
return Utility.Json.ToObject(objectType, json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要写入对象的类型。</typeparam>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public override void SetObject<T>(string settingName, T obj)
|
||||
{
|
||||
SetString(settingName, Utility.Json.ToJson(obj));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public override void SetObject(string settingName, object obj)
|
||||
{
|
||||
SetString(settingName, Utility.Json.ToJson(obj));
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_FilePath = Utility.Path.GetRegularPath(Path.Combine(Application.persistentDataPath, SettingFileName));
|
||||
m_Settings = new DefaultSetting();
|
||||
m_Serializer = new DefaultSettingSerializer();
|
||||
m_Serializer.RegisterSerializeCallback(0, SerializeDefaultSettingCallback);
|
||||
m_Serializer.RegisterDeserializeCallback(0, DeserializeDefaultSettingCallback);
|
||||
}
|
||||
|
||||
private bool SerializeDefaultSettingCallback(Stream stream, DefaultSetting defaultSetting)
|
||||
{
|
||||
m_Settings.Serialize(stream);
|
||||
return true;
|
||||
}
|
||||
|
||||
private DefaultSetting DeserializeDefaultSettingCallback(Stream stream)
|
||||
{
|
||||
m_Settings.Deserialize(stream);
|
||||
return m_Settings;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43823f1cc63fb3b49a5659ca1e8a9628
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 默认游戏配置序列化器。
|
||||
/// </summary>
|
||||
public sealed class DefaultSettingSerializer : GameFrameworkSerializer<DefaultSetting>
|
||||
{
|
||||
private static readonly byte[] Header = new byte[] { (byte)'G', (byte)'F', (byte)'S' };
|
||||
|
||||
/// <summary>
|
||||
/// 初始化默认游戏配置序列化器的新实例。
|
||||
/// </summary>
|
||||
public DefaultSettingSerializer()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取默认游戏配置头标识。
|
||||
/// </summary>
|
||||
/// <returns>默认游戏配置头标识。</returns>
|
||||
protected override byte[] GetHeader()
|
||||
{
|
||||
return Header;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68480f1e51ccec64eb66a1da9bd5cc99
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,312 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// PlayerPrefs 游戏配置辅助器。
|
||||
/// </summary>
|
||||
public class PlayerPrefsSettingHelper : SettingHelperBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取游戏配置项数量。
|
||||
/// </summary>
|
||||
public override int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否加载游戏配置成功。</returns>
|
||||
public override bool Load()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否保存游戏配置成功。</returns>
|
||||
public override bool Save()
|
||||
{
|
||||
PlayerPrefs.Save();
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <returns>所有游戏配置项的名称。</returns>
|
||||
public override string[] GetAllSettingNames()
|
||||
{
|
||||
Log.Warning("GetAllSettingNames is not supported.");
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <param name="results">所有游戏配置项的名称。</param>
|
||||
public override void GetAllSettingNames(List<string> results)
|
||||
{
|
||||
if (results == null)
|
||||
{
|
||||
throw new GameFrameworkException("Results is invalid.");
|
||||
}
|
||||
|
||||
results.Clear();
|
||||
Log.Warning("GetAllSettingNames is not supported.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否存在指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要检查游戏配置项的名称。</param>
|
||||
/// <returns>指定的游戏配置项是否存在。</returns>
|
||||
public override bool HasSetting(string settingName)
|
||||
{
|
||||
return PlayerPrefs.HasKey(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要移除游戏配置项的名称。</param>
|
||||
/// <returns>是否移除指定游戏配置项成功。</returns>
|
||||
public override bool RemoveSetting(string settingName)
|
||||
{
|
||||
if (!PlayerPrefs.HasKey(settingName))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
PlayerPrefs.DeleteKey(settingName);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有游戏配置项。
|
||||
/// </summary>
|
||||
public override void RemoveAllSettings()
|
||||
{
|
||||
PlayerPrefs.DeleteAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public override bool GetBool(string settingName)
|
||||
{
|
||||
return PlayerPrefs.GetInt(settingName) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public override bool GetBool(string settingName, bool defaultValue)
|
||||
{
|
||||
return PlayerPrefs.GetInt(settingName, defaultValue ? 1 : 0) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的布尔值。</param>
|
||||
public override void SetBool(string settingName, bool value)
|
||||
{
|
||||
PlayerPrefs.SetInt(settingName, value ? 1 : 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public override int GetInt(string settingName)
|
||||
{
|
||||
return PlayerPrefs.GetInt(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public override int GetInt(string settingName, int defaultValue)
|
||||
{
|
||||
return PlayerPrefs.GetInt(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的整数值。</param>
|
||||
public override void SetInt(string settingName, int value)
|
||||
{
|
||||
PlayerPrefs.SetInt(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public override float GetFloat(string settingName)
|
||||
{
|
||||
return PlayerPrefs.GetFloat(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public override float GetFloat(string settingName, float defaultValue)
|
||||
{
|
||||
return PlayerPrefs.GetFloat(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的浮点数值。</param>
|
||||
public override void SetFloat(string settingName, float value)
|
||||
{
|
||||
PlayerPrefs.SetFloat(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public override string GetString(string settingName)
|
||||
{
|
||||
return PlayerPrefs.GetString(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public override string GetString(string settingName, string defaultValue)
|
||||
{
|
||||
return PlayerPrefs.GetString(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的字符串值。</param>
|
||||
public override void SetString(string settingName, string value)
|
||||
{
|
||||
PlayerPrefs.SetString(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override T GetObject<T>(string settingName)
|
||||
{
|
||||
return Utility.Json.ToObject<T>(GetString(settingName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override object GetObject(Type objectType, string settingName)
|
||||
{
|
||||
return Utility.Json.ToObject(objectType, GetString(settingName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override T GetObject<T>(string settingName, T defaultObj)
|
||||
{
|
||||
string json = GetString(settingName, null);
|
||||
if (json == null)
|
||||
{
|
||||
return defaultObj;
|
||||
}
|
||||
|
||||
return Utility.Json.ToObject<T>(json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public override object GetObject(Type objectType, string settingName, object defaultObj)
|
||||
{
|
||||
string json = GetString(settingName, null);
|
||||
if (json == null)
|
||||
{
|
||||
return defaultObj;
|
||||
}
|
||||
|
||||
return Utility.Json.ToObject(objectType, json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要写入对象的类型。</typeparam>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public override void SetObject<T>(string settingName, T obj)
|
||||
{
|
||||
PlayerPrefs.SetString(settingName, Utility.Json.ToJson(obj));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public override void SetObject(string settingName, object obj)
|
||||
{
|
||||
PlayerPrefs.SetString(settingName, Utility.Json.ToJson(obj));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1323525062529f4b93e412ebda4914a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,323 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Setting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏配置组件。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Game Framework/Setting")]
|
||||
public sealed class SettingComponent : GameFrameworkComponent
|
||||
{
|
||||
private ISettingManager m_SettingManager = null;
|
||||
|
||||
[SerializeField]
|
||||
private string m_SettingHelperTypeName = "UnityGameFramework.Runtime.DefaultSettingHelper";
|
||||
|
||||
[SerializeField]
|
||||
private SettingHelperBase m_CustomSettingHelper = null;
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏配置项数量。
|
||||
/// </summary>
|
||||
public int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_SettingManager.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 游戏框架组件初始化。
|
||||
/// </summary>
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
m_SettingManager = GameFrameworkEntry.GetModule<ISettingManager>();
|
||||
if (m_SettingManager == null)
|
||||
{
|
||||
Log.Fatal("Setting manager is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
SettingHelperBase settingHelper = Helper.CreateHelper(m_SettingHelperTypeName, m_CustomSettingHelper);
|
||||
if (settingHelper == null)
|
||||
{
|
||||
Log.Error("Can not create setting helper.");
|
||||
return;
|
||||
}
|
||||
|
||||
settingHelper.name = "Setting Helper";
|
||||
Transform transform = settingHelper.transform;
|
||||
transform.SetParent(this.transform);
|
||||
transform.localScale = Vector3.one;
|
||||
|
||||
m_SettingManager.SetSettingHelper(settingHelper);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (!m_SettingManager.Load())
|
||||
{
|
||||
Log.Error("Load settings failure.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存游戏配置。
|
||||
/// </summary>
|
||||
public void Save()
|
||||
{
|
||||
m_SettingManager.Save();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <returns>所有游戏配置项的名称。</returns>
|
||||
public string[] GetAllSettingNames()
|
||||
{
|
||||
return m_SettingManager.GetAllSettingNames();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <param name="results">所有游戏配置项的名称。</param>
|
||||
public void GetAllSettingNames(List<string> results)
|
||||
{
|
||||
m_SettingManager.GetAllSettingNames(results);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否存在指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要检查游戏配置项的名称。</param>
|
||||
/// <returns>指定的游戏配置项是否存在。</returns>
|
||||
public bool HasSetting(string settingName)
|
||||
{
|
||||
return m_SettingManager.HasSetting(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要移除游戏配置项的名称。</param>
|
||||
public void RemoveSetting(string settingName)
|
||||
{
|
||||
m_SettingManager.RemoveSetting(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有游戏配置项。
|
||||
/// </summary>
|
||||
public void RemoveAllSettings()
|
||||
{
|
||||
m_SettingManager.RemoveAllSettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public bool GetBool(string settingName)
|
||||
{
|
||||
return m_SettingManager.GetBool(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public bool GetBool(string settingName, bool defaultValue)
|
||||
{
|
||||
return m_SettingManager.GetBool(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的布尔值。</param>
|
||||
public void SetBool(string settingName, bool value)
|
||||
{
|
||||
m_SettingManager.SetBool(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public int GetInt(string settingName)
|
||||
{
|
||||
return m_SettingManager.GetInt(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public int GetInt(string settingName, int defaultValue)
|
||||
{
|
||||
return m_SettingManager.GetInt(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的整数值。</param>
|
||||
public void SetInt(string settingName, int value)
|
||||
{
|
||||
m_SettingManager.SetInt(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public float GetFloat(string settingName)
|
||||
{
|
||||
return m_SettingManager.GetFloat(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public float GetFloat(string settingName, float defaultValue)
|
||||
{
|
||||
return m_SettingManager.GetFloat(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的浮点数值。</param>
|
||||
public void SetFloat(string settingName, float value)
|
||||
{
|
||||
m_SettingManager.SetFloat(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public string GetString(string settingName)
|
||||
{
|
||||
return m_SettingManager.GetString(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public string GetString(string settingName, string defaultValue)
|
||||
{
|
||||
return m_SettingManager.GetString(settingName, defaultValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的字符串值。</param>
|
||||
public void SetString(string settingName, string value)
|
||||
{
|
||||
m_SettingManager.SetString(settingName, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public T GetObject<T>(string settingName)
|
||||
{
|
||||
return m_SettingManager.GetObject<T>(settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public object GetObject(Type objectType, string settingName)
|
||||
{
|
||||
return m_SettingManager.GetObject(objectType, settingName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public T GetObject<T>(string settingName, T defaultObj)
|
||||
{
|
||||
return m_SettingManager.GetObject(settingName, defaultObj);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public object GetObject(Type objectType, string settingName, object defaultObj)
|
||||
{
|
||||
return m_SettingManager.GetObject(objectType, settingName, defaultObj);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要写入对象的类型。</typeparam>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public void SetObject<T>(string settingName, T obj)
|
||||
{
|
||||
m_SettingManager.SetObject(settingName, obj);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public void SetObject(string settingName, object obj)
|
||||
{
|
||||
m_SettingManager.SetObject(settingName, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c6e05d8d843cd94bb9aa026ed5dc517
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,208 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework.Setting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏配置辅助器基类。
|
||||
/// </summary>
|
||||
public abstract class SettingHelperBase : MonoBehaviour, ISettingHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取游戏配置项数量。
|
||||
/// </summary>
|
||||
public abstract int Count
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否加载游戏配置成功。</returns>
|
||||
public abstract bool Load();
|
||||
|
||||
/// <summary>
|
||||
/// 保存游戏配置。
|
||||
/// </summary>
|
||||
/// <returns>是否保存游戏配置成功。</returns>
|
||||
public abstract bool Save();
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <returns>所有游戏配置项的名称。</returns>
|
||||
public abstract string[] GetAllSettingNames();
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有游戏配置项的名称。
|
||||
/// </summary>
|
||||
/// <param name="results">所有游戏配置项的名称。</param>
|
||||
public abstract void GetAllSettingNames(List<string> results);
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否存在指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要检查游戏配置项的名称。</param>
|
||||
/// <returns>指定的游戏配置项是否存在。</returns>
|
||||
public abstract bool HasSetting(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 移除指定游戏配置项。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要移除游戏配置项的名称。</param>
|
||||
/// <returns>是否移除指定游戏配置项成功。</returns>
|
||||
public abstract bool RemoveSetting(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有游戏配置项。
|
||||
/// </summary>
|
||||
public abstract void RemoveAllSettings();
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public abstract bool GetBool(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的布尔值。</returns>
|
||||
public abstract bool GetBool(string settingName, bool defaultValue);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入布尔值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的布尔值。</param>
|
||||
public abstract void SetBool(string settingName, bool value);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public abstract int GetInt(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的整数值。</returns>
|
||||
public abstract int GetInt(string settingName, int defaultValue);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入整数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的整数值。</param>
|
||||
public abstract void SetInt(string settingName, int value);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public abstract float GetFloat(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的浮点数值。</returns>
|
||||
public abstract float GetFloat(string settingName, float defaultValue);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入浮点数值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的浮点数值。</param>
|
||||
public abstract void SetFloat(string settingName, float value);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public abstract string GetString(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
|
||||
/// <returns>读取的字符串值。</returns>
|
||||
public abstract string GetString(string settingName, string defaultValue);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入字符串值。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="value">要写入的字符串值。</param>
|
||||
public abstract void SetString(string settingName, string value);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public abstract T GetObject<T>(string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public abstract object GetObject(Type objectType, string settingName);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要读取对象的类型。</typeparam>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public abstract T GetObject<T>(string settingName, T defaultObj);
|
||||
|
||||
/// <summary>
|
||||
/// 从指定游戏配置项中读取对象。
|
||||
/// </summary>
|
||||
/// <param name="objectType">要读取对象的类型。</param>
|
||||
/// <param name="settingName">要获取游戏配置项的名称。</param>
|
||||
/// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
|
||||
/// <returns>读取的对象。</returns>
|
||||
public abstract object GetObject(Type objectType, string settingName, object defaultObj);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要写入对象的类型。</typeparam>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public abstract void SetObject<T>(string settingName, T obj);
|
||||
|
||||
/// <summary>
|
||||
/// 向指定游戏配置项写入对象。
|
||||
/// </summary>
|
||||
/// <param name="settingName">要写入游戏配置项的名称。</param>
|
||||
/// <param name="obj">要写入的对象。</param>
|
||||
public abstract void SetObject(string settingName, object obj);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc7b39fb83dd08d46b2920dfbe6c4ca0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user