SD-20250415ABSO\Administrator 321e38cb79 冠军框架迁移
2025-04-18 19:18:15 +08:00

306 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace TEngine
{
/// <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 GameFrameworkException("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());
}
}
}
}
}