初始化仓库
This commit is contained in:
@@ -0,0 +1,181 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 默认全局配置辅助器。
|
||||
/// </summary>
|
||||
public class DefaultConfigHelper : ConfigHelperBase
|
||||
{
|
||||
private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
|
||||
private static readonly string BytesAssetExtension = ".bytes";
|
||||
private const int ColumnCount = 4;
|
||||
|
||||
private ResourceComponent m_ResourceComponent = null;
|
||||
|
||||
/// <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 override bool ReadData(IConfigManager configManager, string configAssetName, object configAsset, object userData)
|
||||
{
|
||||
TextAsset configTextAsset = configAsset as TextAsset;
|
||||
if (configTextAsset != null)
|
||||
{
|
||||
if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
|
||||
{
|
||||
return configManager.ParseData(configTextAsset.bytes, userData);
|
||||
}
|
||||
else
|
||||
{
|
||||
return configManager.ParseData(configTextAsset.text, userData);
|
||||
}
|
||||
}
|
||||
|
||||
Log.Warning("Config asset '{0}' is invalid.", configAssetName);
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <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 override bool ReadData(IConfigManager configManager, string configAssetName, byte[] configBytes, int startIndex, int length, object userData)
|
||||
{
|
||||
if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
|
||||
{
|
||||
return configManager.ParseData(configBytes, startIndex, length, userData);
|
||||
}
|
||||
else
|
||||
{
|
||||
return configManager.ParseData(Utility.Converter.GetString(configBytes, startIndex, length), 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 override bool ParseData(IConfigManager configManager, string configString, object userData)
|
||||
{
|
||||
try
|
||||
{
|
||||
int position = 0;
|
||||
string configLineString = null;
|
||||
while ((configLineString = configString.ReadLine(ref position)) != null)
|
||||
{
|
||||
if (configLineString[0] == '#')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string[] splitedLine = configLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
|
||||
if (splitedLine.Length != ColumnCount)
|
||||
{
|
||||
Log.Warning("Can not parse config line string '{0}' which column count is invalid.", configLineString);
|
||||
return false;
|
||||
}
|
||||
|
||||
string configName = splitedLine[1];
|
||||
string configValue = splitedLine[3];
|
||||
if (!configManager.AddConfig(configName, configValue))
|
||||
{
|
||||
Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Can not parse config string with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 override bool ParseData(IConfigManager configManager, byte[] configBytes, int startIndex, int length, object userData)
|
||||
{
|
||||
try
|
||||
{
|
||||
using (MemoryStream memoryStream = new MemoryStream(configBytes, startIndex, length, false))
|
||||
{
|
||||
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
|
||||
{
|
||||
while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
|
||||
{
|
||||
string configName = binaryReader.ReadString();
|
||||
string configValue = binaryReader.ReadString();
|
||||
if (!configManager.AddConfig(configName, configValue))
|
||||
{
|
||||
Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Can not parse config bytes with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 override void ReleaseDataAsset(IConfigManager configManager, object configAsset)
|
||||
{
|
||||
m_ResourceComponent.UnloadAsset(configAsset);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
|
||||
if (m_ResourceComponent == null)
|
||||
{
|
||||
Log.Fatal("Resource component is invalid.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user