初始化仓库
This commit is contained in:
@@ -0,0 +1,68 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Config;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 全局配置辅助器基类。
|
||||
/// </summary>
|
||||
public abstract class ConfigHelperBase : MonoBehaviour, IDataProviderHelper<IConfigManager>, IConfigHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 读取全局配置。
|
||||
/// </summary>
|
||||
/// <param name="configManager">全局配置管理器。</param>
|
||||
/// <param name="configAssetName">全局配置资源名称。</param>
|
||||
/// <param name="configAsset">全局配置资源。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否读取全局配置成功。</returns>
|
||||
public abstract bool ReadData(IConfigManager configManager, string configAssetName, object configAsset, object userData);
|
||||
|
||||
/// <summary>
|
||||
/// 读取全局配置。
|
||||
/// </summary>
|
||||
/// <param name="configManager">全局配置管理器。</param>
|
||||
/// <param name="configAssetName">全局配置资源名称。</param>
|
||||
/// <param name="configBytes">全局配置二进制流。</param>
|
||||
/// <param name="startIndex">全局配置二进制流的起始位置。</param>
|
||||
/// <param name="length">全局配置二进制流的长度。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否读取全局配置成功。</returns>
|
||||
public abstract bool ReadData(IConfigManager configManager, string configAssetName, byte[] configBytes, int startIndex, int length, object userData);
|
||||
|
||||
/// <summary>
|
||||
/// 解析全局配置。
|
||||
/// </summary>
|
||||
/// <param name="configManager">全局配置管理器。</param>
|
||||
/// <param name="configString">要解析的全局配置字符串。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否解析全局配置成功。</returns>
|
||||
public abstract bool ParseData(IConfigManager configManager, string configString, object userData);
|
||||
|
||||
/// <summary>
|
||||
/// 解析全局配置。
|
||||
/// </summary>
|
||||
/// <param name="configManager">全局配置管理器。</param>
|
||||
/// <param name="configBytes">要解析的全局配置二进制流。</param>
|
||||
/// <param name="startIndex">全局配置二进制流的起始位置。</param>
|
||||
/// <param name="length">全局配置二进制流的长度。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否解析全局配置成功。</returns>
|
||||
public abstract bool ParseData(IConfigManager configManager, byte[] configBytes, int startIndex, int length, object userData);
|
||||
|
||||
/// <summary>
|
||||
/// 释放全局配置资源。
|
||||
/// </summary>
|
||||
/// <param name="configManager">全局配置管理器。</param>
|
||||
/// <param name="configAsset">要释放的全局配置资源。</param>
|
||||
public abstract void ReleaseDataAsset(IConfigManager configManager, object configAsset);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user