using UnityEngine;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
///
/// 配置数据结构
///
public class ConfigObject:Dictionary{}
///
/// 已知设置可以在这里添加
///
class LocalSettings {
static int _comboCount = 0;
static float _battleRuntime = 0;
///
/// 这里我是定义了一个布尔变量, 也可以定义结构复杂的类型,
/// 同样利用Value方法转为强类型,然后在其他地方使用.
/// 默认值的话,需要自己处理好,因为,一开始可能并不存在这个变量.
///
static public bool IsBeginAnimationPlayed
{
get
{
var r = GameCfg.LocalSettings["BeginAnimationPlayed"];
return (null != r ? r.Value() : false); // 默认值
}
set
{
GameCfg.LocalSettings["BeginAnimationPlayed"] = value;
}
}
static public string DefaultUserName {
get
{
var r = GameCfg.LocalSettings["DefaultUserName"];
return (null != r ? r.Value() : ""); // 默认值
}
set
{
GameCfg.LocalSettings["DefaultUserName"] = value;
}
}
static public string DefaultPassword {
get
{
var r = GameCfg.LocalSettings["DefaultPassword"];
return (null != r ? r.Value() : ""); // 默认值
}
set
{
GameCfg.LocalSettings["DefaultPassword"] = value;
}
}
static public bool IsAgreementChecked {
get {
var b = GameCfg.LocalSettings["IsAgreementChecked"];
return (null != b ? b.Value() : false);
}
set { GameCfg.LocalSettings["IsAgreementChecked"] = value; }
}
static public int LoadingWinSmallTipsIndex
{
get
{
var b = GameCfg.LocalSettings["LoadingWinSmallTipsIndex"];
return (null != b ? b.Value() : 0);
}
set { GameCfg.LocalSettings["LoadingWinSmallTipsIndex"] = value; }
}
///
/// 设置当前主界面
///
static public string DisplayHeroUID
{
get
{
var r = GameCfg.LocalSettings["DisplayHeroUID"];
return (null != r ? r.Value() : ""); // 默认值
}
set
{
GameCfg.LocalSettings["DisplayHeroUID"] = value;
}
}
/////
///// 设置个人配置队伍信息
/////
//static public Info_HeroTeamConfig MyFightTeam
//{
// get
// {
// var r = GameCfg.LocalSettings["MyFightTeam"];
// return (null != r ? r.ToObject() : null); // 默认值
// }
// set
// {
// JToken ttoke = JToken.FromObject(value);
// GameCfg.LocalSettings["MyFightTeam"] = ttoke;
// }
//}
///
///
///
static public int MusicVolume
{
get
{
var r = GameCfg.LocalSettings["MusicVolume"];
return (null != r ? r.Value() : 50); // 默认值
}
set
{
GameCfg.LocalSettings["MusicVolume"] = value;
}
}
///
///
///
static public int EffectVolume
{
get
{
var r = GameCfg.LocalSettings["EffectVolume"];
return (null != r ? r.Value() : 50); // 默认值
}
set
{
GameCfg.LocalSettings["EffectVolume"] = value;
}
}
///
/// 关卡地图弹出的状态记录
/// 1= 直接进入地图放大状态,显示当前所在位置
/// 0= 世界地图模式状态
///
static public int ArenasMapFlag_IsNewPlayer
{
get
{
var r = GameCfg.LocalSettings["ArenasMapFlag"];
return (null != r ? r.Value() : 0); // 默认值
}
set
{
GameCfg.LocalSettings["ArenasMapFlag"] = value;
}
}
///
///
///
static public int PlayerImageBorderId
{
get
{
var r = GameCfg.LocalSettings["PlayerImageBorderId"];
return (null != r ? r.Value() : 0); // 默认值
}
set
{
GameCfg.LocalSettings["PlayerImageBorderId"] = value;
}
}
///
/// 最大连击
///
static public int MaxCombCount
{
get;
set;
}
///
/// 战斗连击
///
static public int BattleComboCount
{
get
{
return _comboCount;
}
set
{
_comboCount = value;
}
}
///
/// 战斗用时
///
static public float BattleRuntime
{
get
{
return _battleRuntime;
}
set
{
_battleRuntime = value;
}
}
}