mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
Update DefaultSettingHelper
Update DefaultSettingHelper
This commit is contained in:
@@ -0,0 +1,75 @@
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using UnityEditor;
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using UnityEngine;
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using TEngine.Runtime;
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namespace TEngine.Editor
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{
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[CustomEditor(typeof(SettingComponent))]
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internal sealed class SettingComponentInspector : TEngineInspector
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{
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private HelperInfo<SettingHelperBase> m_SettingHelperInfo = new HelperInfo<SettingHelperBase>("Setting");
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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SettingComponent t = (SettingComponent)target;
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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{
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m_SettingHelperInfo.Draw();
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}
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EditorGUI.EndDisabledGroup();
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if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))
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{
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EditorGUILayout.LabelField("Setting Count", t.Count >= 0 ? t.Count.ToString() : "<Unknown>");
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if (t.Count > 0)
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{
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string[] settingNames = t.GetAllSettingNames();
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foreach (string settingName in settingNames)
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{
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EditorGUILayout.LabelField(settingName, t.GetString(settingName));
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}
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}
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}
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if (EditorApplication.isPlaying)
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{
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if (GUILayout.Button("Save Settings"))
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{
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t.Save();
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}
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if (GUILayout.Button("Remove All Settings"))
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{
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t.RemoveAllSettings();
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}
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}
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serializedObject.ApplyModifiedProperties();
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Repaint();
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}
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protected override void OnCompileComplete()
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{
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base.OnCompileComplete();
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RefreshTypeNames();
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}
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private void OnEnable()
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{
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m_SettingHelperInfo.Init(serializedObject);
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RefreshTypeNames();
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}
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private void RefreshTypeNames()
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{
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m_SettingHelperInfo.Refresh();
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 00d16a46d09c4eb9afeae332d16b0b0b
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timeCreated: 1664442035
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305
Assets/TEngine/Scripts/Runtime/Core/Setting/DefaultSetting.cs
Normal file
305
Assets/TEngine/Scripts/Runtime/Core/Setting/DefaultSetting.cs
Normal file
@@ -0,0 +1,305 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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namespace TEngine.Runtime
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{
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/// <summary>
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/// 默认游戏配置。
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/// </summary>
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public sealed class DefaultSetting
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{
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private readonly SortedDictionary<string, string> m_Settings = new SortedDictionary<string, string>(StringComparer.Ordinal);
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/// <summary>
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/// 初始化本地版本资源列表的新实例。
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/// </summary>
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public DefaultSetting()
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{
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}
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/// <summary>
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/// 获取游戏配置项数量。
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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_Settings.Count;
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}
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}
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/// <summary>
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/// 获取所有游戏配置项的名称。
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/// </summary>
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/// <returns>所有游戏配置项的名称。</returns>
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public string[] GetAllSettingNames()
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{
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int index = 0;
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string[] allSettingNames = new string[m_Settings.Count];
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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allSettingNames[index++] = setting.Key;
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}
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return allSettingNames;
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}
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/// <summary>
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/// 获取所有游戏配置项的名称。
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/// </summary>
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/// <param name="results">所有游戏配置项的名称。</param>
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public void GetAllSettingNames(List<string> results)
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{
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if (results == null)
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{
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throw new Exception("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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results.Add(setting.Key);
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}
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}
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/// <summary>
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/// 检查是否存在指定游戏配置项。
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/// </summary>
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/// <param name="settingName">要检查游戏配置项的名称。</param>
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/// <returns>指定的游戏配置项是否存在。</returns>
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public bool HasSetting(string settingName)
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{
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return m_Settings.ContainsKey(settingName);
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}
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/// <summary>
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/// 移除指定游戏配置项。
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/// </summary>
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/// <param name="settingName">要移除游戏配置项的名称。</param>
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/// <returns>是否移除指定游戏配置项成功。</returns>
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public bool RemoveSetting(string settingName)
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{
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return m_Settings.Remove(settingName);
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}
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/// <summary>
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/// 清空所有游戏配置项。
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/// </summary>
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public void RemoveAllSettings()
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{
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m_Settings.Clear();
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}
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/// <summary>
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/// 从指定游戏配置项中读取布尔值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的布尔值。</returns>
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public bool GetBool(string settingName)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return false;
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}
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return int.Parse(value) != 0;
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}
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/// <summary>
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/// 从指定游戏配置项中读取布尔值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,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 settingName, bool defaultValue)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return int.Parse(value) != 0;
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}
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/// <summary>
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/// 向指定游戏配置项写入布尔值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的布尔值。</param>
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public void SetBool(string settingName, bool value)
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{
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m_Settings[settingName] = value ? "1" : "0";
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}
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/// <summary>
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/// 从指定游戏配置项中读取整数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的整数值。</returns>
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public int GetInt(string settingName)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return 0;
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}
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return int.Parse(value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取整数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,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 settingName, int defaultValue)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return int.Parse(value);
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}
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/// <summary>
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/// 向指定游戏配置项写入整数值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的整数值。</param>
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public void SetInt(string settingName, int value)
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{
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m_Settings[settingName] = value.ToString();
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}
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/// <summary>
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/// 从指定游戏配置项中读取浮点数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的浮点数值。</returns>
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public float GetFloat(string settingName)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return 0f;
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}
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return float.Parse(value);
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}
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/// <summary>
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/// 从指定游戏配置项中读取浮点数值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,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 settingName, float defaultValue)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return float.Parse(value);
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}
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/// <summary>
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/// 向指定游戏配置项写入浮点数值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的浮点数值。</param>
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public void SetFloat(string settingName, float value)
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{
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m_Settings[settingName] = value.ToString();
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}
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/// <summary>
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/// 从指定游戏配置项中读取字符串值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的字符串值。</returns>
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public string GetString(string settingName)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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Log.Warning("Setting '{0}' is not exist.", settingName);
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return null;
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}
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return value;
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}
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/// <summary>
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/// 从指定游戏配置项中读取字符串值。
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/// </summary>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <param name="defaultValue">当指定的游戏配置项不存在时,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 settingName, string defaultValue)
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{
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string value = null;
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if (!m_Settings.TryGetValue(settingName, out value))
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{
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return defaultValue;
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}
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return value;
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}
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/// <summary>
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/// 向指定游戏配置项写入字符串值。
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/// </summary>
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/// <param name="settingName">要写入游戏配置项的名称。</param>
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/// <param name="value">要写入的字符串值。</param>
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public void SetString(string settingName, string value)
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{
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m_Settings[settingName] = value;
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}
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/// <summary>
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/// 序列化数据。
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/// </summary>
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/// <param name="stream">目标流。</param>
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public void Serialize(Stream stream)
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{
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using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
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{
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binaryWriter.Write7BitEncodedInt32(m_Settings.Count);
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foreach (KeyValuePair<string, string> setting in m_Settings)
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{
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binaryWriter.Write(setting.Key);
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binaryWriter.Write(setting.Value);
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}
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}
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}
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/// <summary>
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/// 反序列化数据。
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/// </summary>
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/// <param name="stream">指定流。</param>
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public void Deserialize(Stream stream)
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{
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m_Settings.Clear();
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using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8))
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{
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int settingCount = binaryReader.Read7BitEncodedInt32();
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for (int i = 0; i < settingCount; i++)
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{
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m_Settings.Add(binaryReader.ReadString(), binaryReader.ReadString());
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}
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}
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}
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}
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}
|
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 413748acf7fa4e0aa71fdaa185d17ea7
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timeCreated: 1664441250
|
@@ -0,0 +1,382 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
|
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using UnityEngine;
|
||||
|
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namespace TEngine.Runtime
|
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{
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/// <summary>
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/// 默认游戏配置辅助器。
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/// </summary>
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public class DefaultSettingHelper : SettingHelperBase
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{
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private const string SettingFileName = "GameFrameworkSetting.dat";
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private string m_FilePath = null;
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private DefaultSetting m_Settings = null;
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/// <summary>
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/// 获取游戏配置项数量。
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/// </summary>
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public override int Count
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{
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get
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{
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return m_Settings != null ? m_Settings.Count : 0;
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}
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}
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/// <summary>
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/// 获取游戏配置存储文件路径。
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/// </summary>
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public string FilePath
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{
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get
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{
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return m_FilePath;
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}
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}
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/// <summary>
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/// 获取游戏配置。
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/// </summary>
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public DefaultSetting Setting
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{
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get
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{
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return m_Settings;
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}
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}
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/// <summary>
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/// 加载游戏配置。
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/// </summary>
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/// <returns>是否加载游戏配置成功。</returns>
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public override bool Load()
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{
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try
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{
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if (!File.Exists(m_FilePath))
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{
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return true;
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}
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using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Open, FileAccess.Read))
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{
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Deserialize(fileStream);
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return true;
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}
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}
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catch (Exception exception)
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{
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Log.Warning("Load settings failure with exception '{0}'.", exception);
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return false;
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}
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}
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/// <summary>
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/// 保存游戏配置。
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/// </summary>
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/// <returns>是否保存游戏配置成功。</returns>
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public override bool Save()
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{
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try
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{
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using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Create, FileAccess.Write))
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{
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return Serialize(fileStream, m_Settings);
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}
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}
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catch (Exception exception)
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{
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Log.Warning("Save settings failure with exception '{0}'.", exception);
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return false;
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||||
}
|
||||
}
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||||
|
||||
/// <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();
|
||||
}
|
||||
|
||||
private static readonly byte[] Header = new byte[] { (byte)'T', (byte)'E', (byte)'G' };
|
||||
|
||||
/// <summary>从指定流反序列化数据。</summary>
|
||||
/// <param name="stream">指定流。</param>
|
||||
/// <returns>反序列化的数据。</returns>
|
||||
private DefaultSetting Deserialize(Stream stream)
|
||||
{
|
||||
byte[] header = Header;
|
||||
byte num1 = (byte) stream.ReadByte();
|
||||
byte num2 = (byte) stream.ReadByte();
|
||||
byte num3 = (byte) stream.ReadByte();
|
||||
if ((int) num1 != (int) header[0] || (int) num2 != (int) header[1] || (int) num3 != (int) header[2])
|
||||
throw new Exception(Utility.Text.Format("Header is invalid, need '{0}{1}{2}', current '{3}{4}{5}'.", (char) header[0], (char) header[1], (char) header[2], (char) num1, (char) num2, (char) num3));
|
||||
m_Settings.Deserialize(stream);
|
||||
return m_Settings;
|
||||
}
|
||||
|
||||
/// <summary>序列化数据到目标流中。</summary>
|
||||
/// <param name="stream">目标流。</param>
|
||||
/// <param name="data">要序列化的数据。</param>
|
||||
/// <returns>是否序列化数据成功。</returns>
|
||||
private bool Serialize(Stream stream, DefaultSetting data)
|
||||
{
|
||||
byte[] header = Header;
|
||||
stream.WriteByte(header[0]);
|
||||
stream.WriteByte(header[1]);
|
||||
stream.WriteByte(header[2]);
|
||||
m_Settings.Serialize(stream);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89c691ddcd5c478f9679840ef19f16d3
|
||||
timeCreated: 1664441218
|
@@ -13,6 +13,7 @@ namespace TEngine.Runtime
|
||||
{
|
||||
private SettingManager m_SettingManager = null;
|
||||
|
||||
[SerializeField]
|
||||
private string m_SettingHelperTypeName = "TEngine.Runtime.DefaultSettingHelper";
|
||||
|
||||
[SerializeField]
|
||||
@@ -35,30 +36,29 @@ namespace TEngine.Runtime
|
||||
public override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
SettingHelperBase settingHelper = null;
|
||||
|
||||
settingHelper = Helper.CreateHelper(m_SettingHelperTypeName, m_CustomSettingHelper);
|
||||
|
||||
if (settingHelper == null)
|
||||
{
|
||||
Log.Error("Can not create setting helper.");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
settingHelper.gameObject.transform.SetParent(gameObject.transform);
|
||||
}
|
||||
|
||||
m_SettingManager = SettingManager.Instance;
|
||||
|
||||
if (m_SettingManager == null)
|
||||
{
|
||||
Log.Fatal("Setting manager is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
SettingHelperBase settingHelper = null;
|
||||
|
||||
if (m_CustomSettingHelper == null)
|
||||
{
|
||||
settingHelper = Helper.CreateHelper(m_SettingHelperTypeName, m_CustomSettingHelper);
|
||||
if (settingHelper == null)
|
||||
{
|
||||
Log.Error("Can not create setting helper.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
settingHelper = UnityEngine.Object.FindObjectOfType<PlayerPrefsSettingHelper>();
|
||||
}
|
||||
|
||||
if (settingHelper != null)
|
||||
{
|
||||
m_SettingManager.SetSettingHelper(settingHelper);
|
||||
|
Reference in New Issue
Block a user