This commit is contained in:
SepComet
2026-02-26 13:21:43 +08:00
parent a118803f1a
commit 4daefa17d5
1259 changed files with 290021 additions and 1 deletions
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//------------------------------------------------------------
// 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 System.IO;
using System.Text;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认游戏配置。
/// </summary>
public sealed class DefaultSetting
{
private readonly SortedDictionary<string, string> m_Settings = new SortedDictionary<string, string>(StringComparer.Ordinal);
/// <summary>
/// 初始化本地版本资源列表的新实例。
/// </summary>
public DefaultSetting()
{
}
/// <summary>
/// 获取游戏配置项数量。
/// </summary>
public int Count
{
get
{
return m_Settings.Count;
}
}
/// <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()
{
int index = 0;
string[] allSettingNames = new string[m_Settings.Count];
foreach (KeyValuePair<string, string> setting in m_Settings)
{
allSettingNames[index++] = setting.Key;
}
return allSettingNames;
}
/// <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)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<string, string> setting in m_Settings)
{
results.Add(setting.Key);
}
}
/// <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_Settings.ContainsKey(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 bool RemoveSetting(string settingName)
{
return m_Settings.Remove(settingName);
}
/// <summary>
/// 清空所有游戏配置项。
/// </summary>
public void RemoveAllSettings()
{
m_Settings.Clear();
}
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return false;
}
return int.Parse(value) != 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 bool GetBool(string settingName, bool defaultValue)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return int.Parse(value) != 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 void SetBool(string settingName, bool value)
{
m_Settings[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 int GetInt(string settingName)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return 0;
}
return int.Parse(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>
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return int.Parse(value);
}
/// <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_Settings[settingName] = value.ToString();
}
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return 0f;
}
return float.Parse(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>
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return float.Parse(value);
}
/// <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_Settings[settingName] = value.ToString();
}
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return null;
}
return 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>
/// <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)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return value;
}
/// <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_Settings[settingName] = value;
}
/// <summary>
/// 序列化数据。
/// </summary>
/// <param name="stream">目标流。</param>
public void Serialize(Stream stream)
{
using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
{
binaryWriter.Write7BitEncodedInt32(m_Settings.Count);
foreach (KeyValuePair<string, string> setting in m_Settings)
{
binaryWriter.Write(setting.Key);
binaryWriter.Write(setting.Value);
}
}
}
/// <summary>
/// 反序列化数据。
/// </summary>
/// <param name="stream">指定流。</param>
public void Deserialize(Stream stream)
{
m_Settings.Clear();
using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8))
{
int settingCount = binaryReader.Read7BitEncodedInt32();
for (int i = 0; i < settingCount; i++)
{
m_Settings.Add(binaryReader.ReadString(), binaryReader.ReadString());
}
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,387 @@
//------------------------------------------------------------
// 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 System.IO;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认游戏配置辅助器。
/// </summary>
public class DefaultSettingHelper : SettingHelperBase
{
private const string SettingFileName = "GameFrameworkSetting.dat";
private string m_FilePath = null;
private DefaultSetting m_Settings = null;
private DefaultSettingSerializer m_Serializer = null;
/// <summary>
/// 获取游戏配置项数量。
/// </summary>
public override int Count
{
get
{
return m_Settings != null ? m_Settings.Count : 0;
}
}
/// <summary>
/// 获取游戏配置存储文件路径。
/// </summary>
public string FilePath
{
get
{
return m_FilePath;
}
}
/// <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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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);
}
}
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