DefaultSettingHelper.cs 14 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using System;
  9. using System.Collections.Generic;
  10. using System.IO;
  11. using UnityEngine;
  12. namespace UnityGameFramework.Runtime
  13. {
  14. /// <summary>
  15. /// 默认游戏配置辅助器。
  16. /// </summary>
  17. public class DefaultSettingHelper : SettingHelperBase
  18. {
  19. private const string SettingFileName = "GameFrameworkSetting.dat";
  20. private string m_FilePath = null;
  21. private DefaultSetting m_Settings = null;
  22. private DefaultSettingSerializer m_Serializer = null;
  23. /// <summary>
  24. /// 获取游戏配置项数量。
  25. /// </summary>
  26. public override int Count
  27. {
  28. get
  29. {
  30. return m_Settings != null ? m_Settings.Count : 0;
  31. }
  32. }
  33. /// <summary>
  34. /// 获取游戏配置存储文件路径。
  35. /// </summary>
  36. public string FilePath
  37. {
  38. get
  39. {
  40. return m_FilePath;
  41. }
  42. }
  43. /// <summary>
  44. /// 获取游戏配置。
  45. /// </summary>
  46. public DefaultSetting Setting
  47. {
  48. get
  49. {
  50. return m_Settings;
  51. }
  52. }
  53. /// <summary>
  54. /// 获取游戏配置序列化器。
  55. /// </summary>
  56. public DefaultSettingSerializer Serializer
  57. {
  58. get
  59. {
  60. return m_Serializer;
  61. }
  62. }
  63. /// <summary>
  64. /// 加载游戏配置。
  65. /// </summary>
  66. /// <returns>是否加载游戏配置成功。</returns>
  67. public override bool Load()
  68. {
  69. try
  70. {
  71. if (!File.Exists(m_FilePath))
  72. {
  73. return true;
  74. }
  75. using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Open, FileAccess.Read))
  76. {
  77. m_Serializer.Deserialize(fileStream);
  78. return true;
  79. }
  80. }
  81. catch (Exception exception)
  82. {
  83. Log.Warning("Load settings failure with exception '{0}'.", exception.ToString());
  84. return false;
  85. }
  86. }
  87. /// <summary>
  88. /// 保存游戏配置。
  89. /// </summary>
  90. /// <returns>是否保存游戏配置成功。</returns>
  91. public override bool Save()
  92. {
  93. try
  94. {
  95. using (FileStream fileStream = new FileStream(m_FilePath, FileMode.Create, FileAccess.Write))
  96. {
  97. return m_Serializer.Serialize(fileStream, m_Settings);
  98. }
  99. }
  100. catch (Exception exception)
  101. {
  102. Log.Warning("Save settings failure with exception '{0}'.", exception.ToString());
  103. return false;
  104. }
  105. }
  106. /// <summary>
  107. /// 获取所有游戏配置项的名称。
  108. /// </summary>
  109. /// <returns>所有游戏配置项的名称。</returns>
  110. public override string[] GetAllSettingNames()
  111. {
  112. return m_Settings.GetAllSettingNames();
  113. }
  114. /// <summary>
  115. /// 获取所有游戏配置项的名称。
  116. /// </summary>
  117. /// <param name="results">所有游戏配置项的名称。</param>
  118. public override void GetAllSettingNames(List<string> results)
  119. {
  120. m_Settings.GetAllSettingNames(results);
  121. }
  122. /// <summary>
  123. /// 检查是否存在指定游戏配置项。
  124. /// </summary>
  125. /// <param name="settingName">要检查游戏配置项的名称。</param>
  126. /// <returns>指定的游戏配置项是否存在。</returns>
  127. public override bool HasSetting(string settingName)
  128. {
  129. return m_Settings.HasSetting(settingName);
  130. }
  131. /// <summary>
  132. /// 移除指定游戏配置项。
  133. /// </summary>
  134. /// <param name="settingName">要移除游戏配置项的名称。</param>
  135. /// <returns>是否移除指定游戏配置项成功。</returns>
  136. public override bool RemoveSetting(string settingName)
  137. {
  138. return m_Settings.RemoveSetting(settingName);
  139. }
  140. /// <summary>
  141. /// 清空所有游戏配置项。
  142. /// </summary>
  143. public override void RemoveAllSettings()
  144. {
  145. m_Settings.RemoveAllSettings();
  146. }
  147. /// <summary>
  148. /// 从指定游戏配置项中读取布尔值。
  149. /// </summary>
  150. /// <param name="settingName">要获取游戏配置项的名称。</param>
  151. /// <returns>读取的布尔值。</returns>
  152. public override bool GetBool(string settingName)
  153. {
  154. return m_Settings.GetBool(settingName);
  155. }
  156. /// <summary>
  157. /// 从指定游戏配置项中读取布尔值。
  158. /// </summary>
  159. /// <param name="settingName">要获取游戏配置项的名称。</param>
  160. /// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
  161. /// <returns>读取的布尔值。</returns>
  162. public override bool GetBool(string settingName, bool defaultValue)
  163. {
  164. return m_Settings.GetBool(settingName, defaultValue);
  165. }
  166. /// <summary>
  167. /// 向指定游戏配置项写入布尔值。
  168. /// </summary>
  169. /// <param name="settingName">要写入游戏配置项的名称。</param>
  170. /// <param name="value">要写入的布尔值。</param>
  171. public override void SetBool(string settingName, bool value)
  172. {
  173. m_Settings.SetBool(settingName, value);
  174. }
  175. /// <summary>
  176. /// 从指定游戏配置项中读取整数值。
  177. /// </summary>
  178. /// <param name="settingName">要获取游戏配置项的名称。</param>
  179. /// <returns>读取的整数值。</returns>
  180. public override int GetInt(string settingName)
  181. {
  182. return m_Settings.GetInt(settingName);
  183. }
  184. /// <summary>
  185. /// 从指定游戏配置项中读取整数值。
  186. /// </summary>
  187. /// <param name="settingName">要获取游戏配置项的名称。</param>
  188. /// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
  189. /// <returns>读取的整数值。</returns>
  190. public override int GetInt(string settingName, int defaultValue)
  191. {
  192. return m_Settings.GetInt(settingName, defaultValue);
  193. }
  194. /// <summary>
  195. /// 向指定游戏配置项写入整数值。
  196. /// </summary>
  197. /// <param name="settingName">要写入游戏配置项的名称。</param>
  198. /// <param name="value">要写入的整数值。</param>
  199. public override void SetInt(string settingName, int value)
  200. {
  201. m_Settings.SetInt(settingName, value);
  202. }
  203. /// <summary>
  204. /// 从指定游戏配置项中读取浮点数值。
  205. /// </summary>
  206. /// <param name="settingName">要获取游戏配置项的名称。</param>
  207. /// <returns>读取的浮点数值。</returns>
  208. public override float GetFloat(string settingName)
  209. {
  210. return m_Settings.GetFloat(settingName);
  211. }
  212. /// <summary>
  213. /// 从指定游戏配置项中读取浮点数值。
  214. /// </summary>
  215. /// <param name="settingName">要获取游戏配置项的名称。</param>
  216. /// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
  217. /// <returns>读取的浮点数值。</returns>
  218. public override float GetFloat(string settingName, float defaultValue)
  219. {
  220. return m_Settings.GetFloat(settingName, defaultValue);
  221. }
  222. /// <summary>
  223. /// 向指定游戏配置项写入浮点数值。
  224. /// </summary>
  225. /// <param name="settingName">要写入游戏配置项的名称。</param>
  226. /// <param name="value">要写入的浮点数值。</param>
  227. public override void SetFloat(string settingName, float value)
  228. {
  229. m_Settings.SetFloat(settingName, value);
  230. }
  231. /// <summary>
  232. /// 从指定游戏配置项中读取字符串值。
  233. /// </summary>
  234. /// <param name="settingName">要获取游戏配置项的名称。</param>
  235. /// <returns>读取的字符串值。</returns>
  236. public override string GetString(string settingName)
  237. {
  238. return m_Settings.GetString(settingName);
  239. }
  240. /// <summary>
  241. /// 从指定游戏配置项中读取字符串值。
  242. /// </summary>
  243. /// <param name="settingName">要获取游戏配置项的名称。</param>
  244. /// <param name="defaultValue">当指定的游戏配置项不存在时,返回此默认值。</param>
  245. /// <returns>读取的字符串值。</returns>
  246. public override string GetString(string settingName, string defaultValue)
  247. {
  248. return m_Settings.GetString(settingName, defaultValue);
  249. }
  250. /// <summary>
  251. /// 向指定游戏配置项写入字符串值。
  252. /// </summary>
  253. /// <param name="settingName">要写入游戏配置项的名称。</param>
  254. /// <param name="value">要写入的字符串值。</param>
  255. public override void SetString(string settingName, string value)
  256. {
  257. m_Settings.SetString(settingName, value);
  258. }
  259. /// <summary>
  260. /// 从指定游戏配置项中读取对象。
  261. /// </summary>
  262. /// <typeparam name="T">要读取对象的类型。</typeparam>
  263. /// <param name="settingName">要获取游戏配置项的名称。</param>
  264. /// <returns>读取的对象。</returns>
  265. public override T GetObject<T>(string settingName)
  266. {
  267. return Utility.Json.ToObject<T>(GetString(settingName));
  268. }
  269. /// <summary>
  270. /// 从指定游戏配置项中读取对象。
  271. /// </summary>
  272. /// <param name="objectType">要读取对象的类型。</param>
  273. /// <param name="settingName">要获取游戏配置项的名称。</param>
  274. /// <returns>读取的对象。</returns>
  275. public override object GetObject(Type objectType, string settingName)
  276. {
  277. return Utility.Json.ToObject(objectType, GetString(settingName));
  278. }
  279. /// <summary>
  280. /// 从指定游戏配置项中读取对象。
  281. /// </summary>
  282. /// <typeparam name="T">要读取对象的类型。</typeparam>
  283. /// <param name="settingName">要获取游戏配置项的名称。</param>
  284. /// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
  285. /// <returns>读取的对象。</returns>
  286. public override T GetObject<T>(string settingName, T defaultObj)
  287. {
  288. string json = GetString(settingName, null);
  289. if (json == null)
  290. {
  291. return defaultObj;
  292. }
  293. return Utility.Json.ToObject<T>(json);
  294. }
  295. /// <summary>
  296. /// 从指定游戏配置项中读取对象。
  297. /// </summary>
  298. /// <param name="objectType">要读取对象的类型。</param>
  299. /// <param name="settingName">要获取游戏配置项的名称。</param>
  300. /// <param name="defaultObj">当指定的游戏配置项不存在时,返回此默认对象。</param>
  301. /// <returns>读取的对象。</returns>
  302. public override object GetObject(Type objectType, string settingName, object defaultObj)
  303. {
  304. string json = GetString(settingName, null);
  305. if (json == null)
  306. {
  307. return defaultObj;
  308. }
  309. return Utility.Json.ToObject(objectType, json);
  310. }
  311. /// <summary>
  312. /// 向指定游戏配置项写入对象。
  313. /// </summary>
  314. /// <typeparam name="T">要写入对象的类型。</typeparam>
  315. /// <param name="settingName">要写入游戏配置项的名称。</param>
  316. /// <param name="obj">要写入的对象。</param>
  317. public override void SetObject<T>(string settingName, T obj)
  318. {
  319. SetString(settingName, Utility.Json.ToJson(obj));
  320. }
  321. /// <summary>
  322. /// 向指定游戏配置项写入对象。
  323. /// </summary>
  324. /// <param name="settingName">要写入游戏配置项的名称。</param>
  325. /// <param name="obj">要写入的对象。</param>
  326. public override void SetObject(string settingName, object obj)
  327. {
  328. SetString(settingName, Utility.Json.ToJson(obj));
  329. }
  330. private void Awake()
  331. {
  332. m_FilePath = Utility.Path.GetRegularPath(Path.Combine(Application.persistentDataPath, SettingFileName));
  333. m_Settings = new DefaultSetting();
  334. m_Serializer = new DefaultSettingSerializer();
  335. m_Serializer.RegisterSerializeCallback(0, SerializeDefaultSettingCallback);
  336. m_Serializer.RegisterDeserializeCallback(0, DeserializeDefaultSettingCallback);
  337. }
  338. private bool SerializeDefaultSettingCallback(Stream stream, DefaultSetting defaultSetting)
  339. {
  340. m_Settings.Serialize(stream);
  341. return true;
  342. }
  343. private DefaultSetting DeserializeDefaultSettingCallback(Stream stream)
  344. {
  345. m_Settings.Deserialize(stream);
  346. return m_Settings;
  347. }
  348. }
  349. }