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Commit f4b48cd

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Jiang Yin
committed
调整默认游戏配置辅助器。
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3 files changed

+47
-8
lines changed

3 files changed

+47
-8
lines changed

Libraries/GameFramework.dll

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Libraries/GameFramework.xml

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Original file line numberDiff line numberDiff line change
@@ -8180,6 +8180,12 @@
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初始化文件系统管理器的新实例。
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</summary>
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</member>
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<member name="P:GameFramework.FileSystem.FileSystemManager.Priority">
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<summary>
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获取游戏框架模块优先级。
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</summary>
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<remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
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</member>
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<member name="P:GameFramework.FileSystem.FileSystemManager.Count">
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<summary>
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获取文件系统数量。

Scripts/Runtime/Setting/DefaultSettingHelper.cs

Lines changed: 41 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -20,9 +20,9 @@ public class DefaultSettingHelper : SettingHelperBase
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{
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private const string SettingFileName = "GameFrameworkSetting.dat";
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23-
private string m_SettingFilePath = null;
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protected DefaultSetting m_Settings = null;
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protected DefaultSettingSerializer m_Serializer = null;
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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。
@@ -31,7 +31,40 @@ public override int Count
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{
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get
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{
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return m_Settings != null ? m_Settings.Count : -1;
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return m_Settings != null ? m_Settings.Count : 0;
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}
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}
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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
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{
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get
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{
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return m_FilePath;
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}
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}
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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
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{
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get
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{
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return m_Settings;
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}
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}
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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
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{
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get
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{
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return m_Serializer;
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}
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}
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@@ -43,12 +76,12 @@ 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_SettingFilePath))
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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_SettingFilePath, FileMode.Open, FileAccess.Read))
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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;
@@ -69,7 +102,7 @@ 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_SettingFilePath, FileMode.Create, FileAccess.Write))
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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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}
@@ -332,7 +365,7 @@ public override void SetObject(string settingName, object obj)
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private void Awake()
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{
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m_SettingFilePath = Utility.Path.GetRegularPath(Path.Combine(Application.persistentDataPath, SettingFileName));
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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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