Update DefaultSettingHelper

Update DefaultSettingHelper
This commit is contained in:
ALEXTANG
2022-09-29 17:14:59 +08:00
parent d9b8e75fbb
commit 9bf3a97050
7 changed files with 787 additions and 16 deletions

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using UnityEditor;
using UnityEngine;
using TEngine.Runtime;
namespace TEngine.Editor
{
[CustomEditor(typeof(SettingComponent))]
internal sealed class SettingComponentInspector : TEngineInspector
{
private HelperInfo<SettingHelperBase> m_SettingHelperInfo = new HelperInfo<SettingHelperBase>("Setting");
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
SettingComponent t = (SettingComponent)target;
EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
{
m_SettingHelperInfo.Draw();
}
EditorGUI.EndDisabledGroup();
if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))
{
EditorGUILayout.LabelField("Setting Count", t.Count >= 0 ? t.Count.ToString() : "<Unknown>");
if (t.Count > 0)
{
string[] settingNames = t.GetAllSettingNames();
foreach (string settingName in settingNames)
{
EditorGUILayout.LabelField(settingName, t.GetString(settingName));
}
}
}
if (EditorApplication.isPlaying)
{
if (GUILayout.Button("Save Settings"))
{
t.Save();
}
if (GUILayout.Button("Remove All Settings"))
{
t.RemoveAllSettings();
}
}
serializedObject.ApplyModifiedProperties();
Repaint();
}
protected override void OnCompileComplete()
{
base.OnCompileComplete();
RefreshTypeNames();
}
private void OnEnable()
{
m_SettingHelperInfo.Init(serializedObject);
RefreshTypeNames();
}
private void RefreshTypeNames()
{
m_SettingHelperInfo.Refresh();
serializedObject.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 00d16a46d09c4eb9afeae332d16b0b0b
timeCreated: 1664442035

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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace TEngine.Runtime
{
/// <summary>
/// 默认游戏配置。
/// </summary>
public sealed class DefaultSetting
{
private readonly SortedDictionary<string, string> m_Settings = new SortedDictionary<string, string>(StringComparer.Ordinal);
/// <summary>
/// 初始化本地版本资源列表的新实例。
/// </summary>
public DefaultSetting()
{
}
/// <summary>
/// 获取游戏配置项数量。
/// </summary>
public int Count
{
get
{
return m_Settings.Count;
}
}
/// <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 string[] GetAllSettingNames()
{
int index = 0;
string[] allSettingNames = new string[m_Settings.Count];
foreach (KeyValuePair<string, string> setting in m_Settings)
{
allSettingNames[index++] = setting.Key;
}
return allSettingNames;
}
/// <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 void GetAllSettingNames(List<string> results)
{
if (results == null)
{
throw new Exception("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<string, string> setting in m_Settings)
{
results.Add(setting.Key);
}
}
/// <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 bool HasSetting(string settingName)
{
return m_Settings.ContainsKey(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 bool RemoveSetting(string settingName)
{
return m_Settings.Remove(settingName);
}
/// <summary>
/// 清空所有游戏配置项。
/// </summary>
public void RemoveAllSettings()
{
m_Settings.Clear();
}
/// <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 bool GetBool(string settingName)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return false;
}
return int.Parse(value) != 0;
}
/// <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 bool GetBool(string settingName, bool defaultValue)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return int.Parse(value) != 0;
}
/// <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 void SetBool(string settingName, bool value)
{
m_Settings[settingName] = value ? "1" : "0";
}
/// <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 int GetInt(string settingName)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return 0;
}
return int.Parse(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>
/// <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 int GetInt(string settingName, int defaultValue)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return int.Parse(value);
}
/// <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 void SetInt(string settingName, int value)
{
m_Settings[settingName] = value.ToString();
}
/// <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 float GetFloat(string settingName)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return 0f;
}
return float.Parse(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>
/// <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 float GetFloat(string settingName, float defaultValue)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return float.Parse(value);
}
/// <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 void SetFloat(string settingName, float value)
{
m_Settings[settingName] = value.ToString();
}
/// <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 string GetString(string settingName)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
Log.Warning("Setting '{0}' is not exist.", settingName);
return null;
}
return 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>
/// <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 string GetString(string settingName, string defaultValue)
{
string value = null;
if (!m_Settings.TryGetValue(settingName, out value))
{
return defaultValue;
}
return value;
}
/// <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 void SetString(string settingName, string value)
{
m_Settings[settingName] = value;
}
/// <summary>
/// 序列化数据。
/// </summary>
/// <param name="stream">目标流。</param>
public void Serialize(Stream stream)
{
using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
{
binaryWriter.Write7BitEncodedInt32(m_Settings.Count);
foreach (KeyValuePair<string, string> setting in m_Settings)
{
binaryWriter.Write(setting.Key);
binaryWriter.Write(setting.Value);
}
}
}
/// <summary>
/// 反序列化数据。
/// </summary>
/// <param name="stream">指定流。</param>
public void Deserialize(Stream stream)
{
m_Settings.Clear();
using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8))
{
int settingCount = binaryReader.Read7BitEncodedInt32();
for (int i = 0; i < settingCount; i++)
{
m_Settings.Add(binaryReader.ReadString(), binaryReader.ReadString());
}
}
}
}
}

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fileFormatVersion: 2
guid: 413748acf7fa4e0aa71fdaa185d17ea7
timeCreated: 1664441250

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace TEngine.Runtime
{
/// <summary>
/// 默认游戏配置辅助器。
/// </summary>
public class DefaultSettingHelper : SettingHelperBase
{
private const string SettingFileName = "GameFrameworkSetting.dat";
private string m_FilePath = null;
private DefaultSetting m_Settings = null;
/// <summary>
/// 获取游戏配置项数量。
/// </summary>
public override int Count
{
get
{
return m_Settings != null ? m_Settings.Count : 0;
}
}
/// <summary>
/// 获取游戏配置存储文件路径。
/// </summary>
public string FilePath
{
get
{
return m_FilePath;
}
}
/// <summary>
/// 获取游戏配置。
/// </summary>
public DefaultSetting Setting
{
get
{
return m_Settings;
}
}
/// <summary>
/// 加载游戏配置。
/// </summary>
/// <returns>是否加载游戏配置成功。</returns>
public override bool Load()
{
try
{
if (!File.Exists(m_FilePath))
{
return true;
}
using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Open, FileAccess.Read))
{
Deserialize(fileStream);
return true;
}
}
catch (Exception exception)
{
Log.Warning("Load settings failure with exception '{0}'.", exception);
return false;
}
}
/// <summary>
/// 保存游戏配置。
/// </summary>
/// <returns>是否保存游戏配置成功。</returns>
public override bool Save()
{
try
{
using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Create, FileAccess.Write))
{
return Serialize(fileStream, m_Settings);
}
}
catch (Exception exception)
{
Log.Warning("Save settings failure with exception '{0}'.", exception);
return false;
}
}
/// <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;
}
}
}

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fileFormatVersion: 2
guid: 89c691ddcd5c478f9679840ef19f16d3
timeCreated: 1664441218

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@@ -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);