409 lines
15 KiB
C#
409 lines
15 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 GameFramework.Resource;
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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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/// 全局配置组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/Config")]
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public sealed class ConfigComponent : GameFrameworkComponent
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{
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private const int DefaultPriority = 0;
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private IConfigManager m_ConfigManager = null;
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private EventComponent m_EventComponent = null;
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[SerializeField]
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private bool m_EnableLoadConfigUpdateEvent = false;
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[SerializeField]
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private bool m_EnableLoadConfigDependencyAssetEvent = false;
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[SerializeField]
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private string m_ConfigHelperTypeName = "UnityGameFramework.Runtime.DefaultConfigHelper";
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[SerializeField]
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private ConfigHelperBase m_CustomConfigHelper = null;
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[SerializeField]
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private int m_CachedBytesSize = 0;
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/// <summary>
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/// 获取全局配置项数量。
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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_ConfigManager.Count;
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}
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}
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/// <summary>
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/// 获取缓冲二进制流的大小。
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/// </summary>
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public int CachedBytesSize
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{
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get
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{
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return m_ConfigManager.CachedBytesSize;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_ConfigManager = GameFrameworkEntry.GetModule<IConfigManager>();
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if (m_ConfigManager == null)
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{
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Log.Fatal("Config manager is invalid.");
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return;
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}
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m_ConfigManager.ReadDataSuccess += OnReadDataSuccess;
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m_ConfigManager.ReadDataFailure += OnReadDataFailure;
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if (m_EnableLoadConfigUpdateEvent)
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{
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m_ConfigManager.ReadDataUpdate += OnReadDataUpdate;
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}
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if (m_EnableLoadConfigDependencyAssetEvent)
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{
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m_ConfigManager.ReadDataDependencyAsset += OnReadDataDependencyAsset;
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}
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}
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private void Start()
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{
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BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
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if (baseComponent == null)
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{
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Log.Fatal("Base component is invalid.");
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return;
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}
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m_EventComponent = GameEntry.GetComponent<EventComponent>();
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if (m_EventComponent == null)
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{
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Log.Fatal("Event component is invalid.");
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return;
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}
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if (baseComponent.EditorResourceMode)
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{
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m_ConfigManager.SetResourceManager(baseComponent.EditorResourceHelper);
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}
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else
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{
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m_ConfigManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
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}
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ConfigHelperBase configHelper = Helper.CreateHelper(m_ConfigHelperTypeName, m_CustomConfigHelper);
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if (configHelper == null)
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{
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Log.Error("Can not create config helper.");
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return;
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}
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configHelper.name = "Config Helper";
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Transform transform = configHelper.transform;
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transform.SetParent(this.transform);
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transform.localScale = Vector3.one;
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m_ConfigManager.SetDataProviderHelper(configHelper);
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m_ConfigManager.SetConfigHelper(configHelper);
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if (m_CachedBytesSize > 0)
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{
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EnsureCachedBytesSize(m_CachedBytesSize);
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}
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}
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/// <summary>
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/// 确保二进制流缓存分配足够大小的内存并缓存。
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/// </summary>
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/// <param name="ensureSize">要确保二进制流缓存分配内存的大小。</param>
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public void EnsureCachedBytesSize(int ensureSize)
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{
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m_ConfigManager.EnsureCachedBytesSize(ensureSize);
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}
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/// <summary>
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/// 释放缓存的二进制流。
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/// </summary>
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public void FreeCachedBytes()
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{
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m_ConfigManager.FreeCachedBytes();
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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="configAssetName">全局配置资源名称。</param>
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public void ReadData(string configAssetName)
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{
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m_ConfigManager.ReadData(configAssetName);
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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="configAssetName">全局配置资源名称。</param>
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/// <param name="priority">加载全局配置资源的优先级。</param>
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public void ReadData(string configAssetName, int priority)
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{
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m_ConfigManager.ReadData(configAssetName, priority);
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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="configAssetName">全局配置资源名称。</param>
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/// <param name="userData">用户自定义数据。</param>
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public void ReadData(string configAssetName, object userData)
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{
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m_ConfigManager.ReadData(configAssetName, userData);
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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="configAssetName">全局配置资源名称。</param>
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/// <param name="priority">加载全局配置资源的优先级。</param>
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/// <param name="userData">用户自定义数据。</param>
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public void ReadData(string configAssetName, int priority, object userData)
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{
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m_ConfigManager.ReadData(configAssetName, priority, userData);
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}
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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="configString">要解析的全局配置字符串。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public bool ParseData(string configString)
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{
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return m_ConfigManager.ParseData(configString);
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}
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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="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 bool ParseData(string configString, object userData)
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{
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return m_ConfigManager.ParseData(configString, userData);
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}
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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="configBytes">要解析的全局配置二进制流。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public bool ParseData(byte[] configBytes)
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{
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return m_ConfigManager.ParseData(configBytes);
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}
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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="configBytes">要解析的全局配置二进制流。</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 bool ParseData(byte[] configBytes, object userData)
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{
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return m_ConfigManager.ParseData(configBytes, userData);
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}
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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="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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/// <returns>是否解析全局配置成功。</returns>
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public bool ParseData(byte[] configBytes, int startIndex, int length)
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{
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return m_ConfigManager.ParseData(configBytes, startIndex, length);
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}
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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="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 bool ParseData(byte[] configBytes, int startIndex, int length, object userData)
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{
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return m_ConfigManager.ParseData(configBytes, startIndex, length, userData);
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}
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/// <summary>
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/// 检查是否存在指定全局配置项。
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/// </summary>
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/// <param name="configName">要检查全局配置项的名称。</param>
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/// <returns>指定的全局配置项是否存在。</returns>
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public bool HasConfig(string configName)
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{
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return m_ConfigManager.HasConfig(configName);
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}
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/// <summary>
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/// 从指定全局配置项中读取布尔值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <returns>读取的布尔值。</returns>
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public bool GetBool(string configName)
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{
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return m_ConfigManager.GetBool(configName);
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}
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/// <summary>
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/// 从指定全局配置项中读取布尔值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <param name="defaultValue">当指定的全局配置项不存在时,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 configName, bool defaultValue)
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{
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return m_ConfigManager.GetBool(configName, defaultValue);
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}
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/// <summary>
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/// 从指定全局配置项中读取整数值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <returns>读取的整数值。</returns>
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public int GetInt(string configName)
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{
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return m_ConfigManager.GetInt(configName);
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}
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/// <summary>
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/// 从指定全局配置项中读取整数值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <param name="defaultValue">当指定的全局配置项不存在时,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 configName, int defaultValue)
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{
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return m_ConfigManager.GetInt(configName, defaultValue);
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}
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/// <summary>
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/// 从指定全局配置项中读取浮点数值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <returns>读取的浮点数值。</returns>
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public float GetFloat(string configName)
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{
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return m_ConfigManager.GetFloat(configName);
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}
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/// <summary>
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/// 从指定全局配置项中读取浮点数值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <param name="defaultValue">当指定的全局配置项不存在时,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 configName, float defaultValue)
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{
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return m_ConfigManager.GetFloat(configName, defaultValue);
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}
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/// <summary>
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/// 从指定全局配置项中读取字符串值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <returns>读取的字符串值。</returns>
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public string GetString(string configName)
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{
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return m_ConfigManager.GetString(configName);
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}
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/// <summary>
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/// 从指定全局配置项中读取字符串值。
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <param name="defaultValue">当指定的全局配置项不存在时,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 configName, string defaultValue)
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{
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return m_ConfigManager.GetString(configName, defaultValue);
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}
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/// <summary>
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/// 增加指定全局配置项。
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/// </summary>
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/// <param name="configName">要增加全局配置项的名称。</param>
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/// <param name="boolValue">全局配置项布尔值。</param>
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/// <param name="intValue">全局配置项整数值。</param>
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/// <param name="floatValue">全局配置项浮点数值。</param>
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/// <param name="stringValue">全局配置项字符串值。</param>
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/// <returns>是否增加全局配置项成功。</returns>
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public bool AddConfig(string configName, bool boolValue, int intValue, float floatValue, string stringValue)
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{
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return m_ConfigManager.AddConfig(configName, boolValue, intValue, floatValue, stringValue);
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}
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/// <summary>
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/// 移除指定全局配置项。
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/// </summary>
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/// <param name="configName">要移除全局配置项的名称。</param>
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/// <returns>是否移除全局配置项成功。</returns>
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public bool RemoveConfig(string configName)
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{
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return m_ConfigManager.RemoveConfig(configName);
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}
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/// <summary>
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/// 清空所有全局配置项。
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/// </summary>
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public void RemoveAllConfigs()
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{
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m_ConfigManager.RemoveAllConfigs();
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}
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private void OnReadDataSuccess(object sender, ReadDataSuccessEventArgs e)
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{
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m_EventComponent.Fire(this, LoadConfigSuccessEventArgs.Create(e));
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}
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private void OnReadDataFailure(object sender, ReadDataFailureEventArgs e)
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{
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Log.Warning("Load config failure, asset name '{0}', error message '{1}'.", e.DataAssetName, e.ErrorMessage);
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m_EventComponent.Fire(this, LoadConfigFailureEventArgs.Create(e));
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}
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private void OnReadDataUpdate(object sender, ReadDataUpdateEventArgs e)
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{
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m_EventComponent.Fire(this, LoadConfigUpdateEventArgs.Create(e));
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}
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private void OnReadDataDependencyAsset(object sender, ReadDataDependencyAssetEventArgs e)
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{
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m_EventComponent.Fire(this, LoadConfigDependencyAssetEventArgs.Create(e));
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}
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}
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}
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