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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 默认游戏配置辅助器。
- /// </summary>
- public class DefaultSettingHelper : SettingHelperBase
- {
- private const string SettingFileName = "GameFrameworkSetting.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
- {
- get
- {
- return m_Settings != null ? m_Settings.Count : 0;
- }
- }
- /// <summary>
- /// 获取游戏配置存储文件路径。
- /// </summary>
- public string FilePath
- {
- get
- {
- return m_FilePath;
- }
- }
- /// <summary>
- /// 获取游戏配置。
- /// </summary>
- public DefaultSetting Setting
- {
- get
- {
- return m_Settings;
- }
- }
- /// <summary>
- /// 获取游戏配置序列化器。
- /// </summary>
- public DefaultSettingSerializer Serializer
- {
- get
- {
- return 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.ToString());
- 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.ToString());
- 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;
- }
- }
- }
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