356 lines
13 KiB
C#
356 lines
13 KiB
C#
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
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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 = "TEngineSetting.dat";
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private string m_FilePath = null;
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private DefaultSetting m_Settings = null;
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private DefaultSettingSerializer m_Serializer = 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 => m_Settings != null ? m_Settings.Count : 0;
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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 => m_FilePath;
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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 => m_Settings;
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/// <summary>
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/// 获取游戏配置序列化器。
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/// </summary>
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public DefaultSettingSerializer Serializer => m_Serializer;
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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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m_Serializer.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 m_Serializer.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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}
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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 override string[] GetAllSettingNames()
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{
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return m_Settings.GetAllSettingNames();
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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 override void GetAllSettingNames(List<string> results)
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{
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m_Settings.GetAllSettingNames(results);
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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 override bool HasSetting(string settingName)
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{
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return m_Settings.HasSetting(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 override bool RemoveSetting(string settingName)
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{
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return m_Settings.RemoveSetting(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 override void RemoveAllSettings()
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{
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m_Settings.RemoveAllSettings();
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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 override bool GetBool(string settingName)
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{
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return m_Settings.GetBool(settingName);
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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 override bool GetBool(string settingName, bool defaultValue)
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{
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return m_Settings.GetBool(settingName, defaultValue);
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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 override void SetBool(string settingName, bool value)
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{
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m_Settings.SetBool(settingName, 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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/// <returns>读取的整数值。</returns>
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public override int GetInt(string settingName)
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{
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return m_Settings.GetInt(settingName);
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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 override int GetInt(string settingName, int defaultValue)
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{
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return m_Settings.GetInt(settingName, defaultValue);
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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 override void SetInt(string settingName, int value)
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{
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m_Settings.SetInt(settingName, 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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/// <returns>读取的浮点数值。</returns>
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public override float GetFloat(string settingName)
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{
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return m_Settings.GetFloat(settingName);
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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 override float GetFloat(string settingName, float defaultValue)
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{
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return m_Settings.GetFloat(settingName, defaultValue);
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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 override void SetFloat(string settingName, float value)
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{
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m_Settings.SetFloat(settingName, 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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/// <returns>读取的字符串值。</returns>
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public override string GetString(string settingName)
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{
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return m_Settings.GetString(settingName);
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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 override string GetString(string settingName, string defaultValue)
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{
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return m_Settings.GetString(settingName, defaultValue);
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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 override void SetString(string settingName, string value)
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{
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m_Settings.SetString(settingName, 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对象。
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/// </summary>
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/// <typeparam name="T">要读取对象的类型。</typeparam>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的对象。</returns>
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public override T GetObject<T>(string settingName)
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{
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return Utility.Json.ToObject<T>(GetString(settingName));
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <param name="objectType">要读取对象的类型。</param>
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/// <param name="settingName">要获取游戏配置项的名称。</param>
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/// <returns>读取的对象。</returns>
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public override object GetObject(Type objectType, string settingName)
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{
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return Utility.Json.ToObject(objectType, GetString(settingName));
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <typeparam name="T">要读取对象的类型。</typeparam>
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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="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
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/// <returns>读取的对象。</returns>
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public override T GetObject<T>(string settingName, T defaultObj)
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{
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string json = GetString(settingName, null);
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if (json == null)
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{
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return defaultObj;
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}
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return Utility.Json.ToObject<T>(json);
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}
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/// <summary>
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/// 从指定游戏配置项中读取对象。
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/// </summary>
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/// <param name="objectType">要读取对象的类型。</param>
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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="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
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/// <returns>读取的对象。</returns>
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public override object GetObject(Type objectType, string settingName, object defaultObj)
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{
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string json = GetString(settingName, null);
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if (json == null)
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{
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return defaultObj;
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}
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return Utility.Json.ToObject(objectType, json);
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}
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/// <summary>
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/// 向指定游戏配置项写入对象。
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/// </summary>
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/// <typeparam name="T">要写入对象的类型。</typeparam>
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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="obj">要写入的对象。</param>
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public override void SetObject<T>(string settingName, T obj)
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{
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SetString(settingName, Utility.Json.ToJson(obj));
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}
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/// <summary>
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/// 向指定游戏配置项写入对象。
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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="obj">要写入的对象。</param>
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public override void SetObject(string settingName, object obj)
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{
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SetString(settingName, Utility.Json.ToJson(obj));
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}
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private void Awake()
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{
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m_FilePath = Utility.Path.GetRegularPath(Path.Combine(Application.persistentDataPath, SettingFileName));
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m_Settings = new DefaultSetting();
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m_Serializer = new DefaultSettingSerializer();
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m_Serializer.RegisterSerializeCallback(0, SerializeDefaultSettingCallback);
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m_Serializer.RegisterDeserializeCallback(0, DeserializeDefaultSettingCallback);
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}
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private bool SerializeDefaultSettingCallback(Stream stream, DefaultSetting defaultSetting)
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{
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m_Settings.Serialize(stream);
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return true;
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}
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private DefaultSetting DeserializeDefaultSettingCallback(Stream stream)
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{
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m_Settings.Deserialize(stream);
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return m_Settings;
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}
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}
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}
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