using Bright.Serialization;
using GameConfig;
using TEngine;
using TEngine.Core;
///
/// 配置加载器。
///
public class ConfigLoader:Singleton
{
private bool _init = false;
private Tables _tables = null!;
public ConfigLoader()
{
this.Load();
}
public Tables Tables
{
get
{
if (!_init)
{
_init = true;
Load();
}
return _tables;
}
}
///
/// 加载配置。
///
public void Load()
{
var tablesCtor = typeof(Tables).GetConstructors()[0];
var loaderReturnType = tablesCtor.GetParameters()[0].ParameterType.GetGenericArguments()[1];
System.Delegate loader = new System.Func(LoadByteBuf);
_tables = (Tables)tablesCtor.Invoke(new object[] { loader });
}
///
/// 加载二进制配置。
///
/// FileName
/// ByteBuf
private ByteBuf LoadByteBuf(string file)
{
byte[]ret = File.ReadAllBytes($"../../../Config/GameConfig/{file}.bytes");
return new ByteBuf(ret);
}
}