69 lines
3.3 KiB
C#
69 lines
3.3 KiB
C#
//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Config;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 全局配置辅助器基类。
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/// </summary>
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public abstract class ConfigHelperBase : MonoBehaviour, IDataProviderHelper<IConfigManager>, IConfigHelper
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{
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/// <summary>
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/// 读取全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAssetName">全局配置资源名称。</param>
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/// <param name="configAsset">全局配置资源。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取全局配置成功。</returns>
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public abstract bool ReadData(IConfigManager configManager, string configAssetName, object configAsset, object userData);
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/// <summary>
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/// 读取全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAssetName">全局配置资源名称。</param>
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/// <param name="configBytes">全局配置二进制流。</param>
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/// <param name="startIndex">全局配置二进制流的起始位置。</param>
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/// <param name="length">全局配置二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取全局配置成功。</returns>
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public abstract bool ReadData(IConfigManager configManager, string configAssetName, byte[] configBytes, int startIndex, int length, object userData);
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/// <summary>
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/// 解析全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configString">要解析的全局配置字符串。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public abstract bool ParseData(IConfigManager configManager, string configString, object userData);
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/// <summary>
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/// 解析全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configBytes">要解析的全局配置二进制流。</param>
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/// <param name="startIndex">全局配置二进制流的起始位置。</param>
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/// <param name="length">全局配置二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public abstract bool ParseData(IConfigManager configManager, byte[] configBytes, int startIndex, int length, object userData);
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/// <summary>
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/// 释放全局配置资源。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAsset">要释放的全局配置资源。</param>
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public abstract void ReleaseDataAsset(IConfigManager configManager, object configAsset);
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}
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}
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