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

356 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 默认游戏配置辅助器。
/// </summary>
public class DefaultSettingHelper : SettingHelperBase
{
private const string SettingFileName = "TEngineSetting.dat";
private string m_FilePath = null;
private DefaultSetting m_Settings = null;
private DefaultSettingSerializer m_Serializer = null;
/// <summary>
/// 获取游戏配置项数量。
/// </summary>
public override int Count => m_Settings != null ? m_Settings.Count : 0;
/// <summary>
/// 获取游戏配置存储文件路径。
/// </summary>
public string FilePath => m_FilePath;
/// <summary>
/// 获取游戏配置。
/// </summary>
public DefaultSetting Setting => m_Settings;
/// <summary>
/// 获取游戏配置序列化器。
/// </summary>
public DefaultSettingSerializer Serializer => m_Serializer;
/// <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))
{
m_Serializer.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 m_Serializer.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();
m_Serializer = new DefaultSettingSerializer();
m_Serializer.RegisterSerializeCallback(0, SerializeDefaultSettingCallback);
m_Serializer.RegisterDeserializeCallback(0, DeserializeDefaultSettingCallback);
}
private bool SerializeDefaultSettingCallback(Stream stream, DefaultSetting defaultSetting)
{
m_Settings.Serialize(stream);
return true;
}
private DefaultSetting DeserializeDefaultSettingCallback(Stream stream)
{
m_Settings.Deserialize(stream);
return m_Settings;
}
}
}