重构 GameSettings

master
lightyears 2 years ago
parent c873f9806f
commit b35d57ef57
Signed by: lightyears
GPG Key ID: 98D80DDF26D4F2F9

1
.gitignore vendored

@ -4,6 +4,7 @@
# IDE
.vscode
.vs
Properties/launchSettings.json
# Temporary files
Temp

@ -1,50 +1,88 @@
using Newtonsoft.Json;
using System.Runtime;
namespace CMSGame
{
/// <summary>
/// ÓÎÏ·ÉèÖó־û¯
///
/// TODO Ìí¼Ó VideoSettings ²¢Öع¹
/// 游戏设置持久化
/// </summary>
public partial class GameSettings : Node
{
public BattleSettings? OriginalBattleSettings;
protected Dictionary<Type, SettingsBase> CurrentSettings = new();
public BattleSettings BattleSettings { set; get; } = new();
protected Dictionary<Type, SettingsBase> OriginalSettings = new();
protected string BattleSettingsSavePath = new GodotPath("user://Settings/BattleSettings.json");
protected Dictionary<Type, string> SettingsPaths = new();
public BattleSettings BattleSettings => GetSettings<BattleSettings>();
public VideoSettings VideoSettings => GetSettings<VideoSettings>();
public GameSettings()
{
RegisterAllSettings();
}
public override void _Ready()
{
MakeDirectories();
LoadAllSettings();
}
OriginalBattleSettings = GetSettings<BattleSettings>(BattleSettingsSavePath);
BattleSettings = OriginalBattleSettings with { };
protected void RegisterAllSettings()
{
RegisterSettings<BattleSettings>("BattleSettings.json");
RegisterSettings<VideoSettings>("VideoSettings.json");
}
protected void RegisterSettings<TSettings>(string filename) where TSettings : SettingsBase, new()
{
var defaultSettings = new TSettings();
CurrentSettings.Add(typeof(TSettings), defaultSettings);
SettingsPaths.Add(typeof(TSettings), new GodotPath($"user://Settings/{filename}"));
}
protected void LoadAllSettings()
{
foreach (var settingsType in SettingsPaths.Keys)
{
LoadSettings(settingsType);
}
}
public override void _ExitTree()
{
if (BattleSettings != OriginalBattleSettings)
foreach (var settingsType in SettingsPaths.Keys)
{
SaveSettings(BattleSettingsSavePath);
if (!OriginalSettings.ContainsKey(settingsType) || OriginalSettings[settingsType] != CurrentSettings[settingsType])
{
SaveSettings(settingsType);
}
}
}
private void MakeDirectories()
private static void MakeDirectories()
{
DirAccess.MakeDirRecursiveAbsolute("user://Settings/");
}
private TSettings GetSettings<TSettings>(string path)
where TSettings : SettingsBase, new()
private void LoadSettings(Type settingsType)
{
string settings_text = ReadFileAsString(path);
var settings = JsonConvert.DeserializeObject<TSettings>(settings_text) ?? new TSettings();
return settings;
string settingsText = ReadFileAsString(SettingsPaths[settingsType]);
var settings = JsonConvert.DeserializeObject(settingsText, settingsType);
if (settings != null)
{
OriginalSettings[settingsType] = (SettingsBase)settings;
CurrentSettings[settingsType] = (SettingsBase)settings;
}
}
private string ReadFileAsString(string path)
public TSettings GetSettings<TSettings>() where TSettings : SettingsBase, new()
{
return (TSettings)CurrentSettings[typeof(TSettings)];
}
private static string ReadFileAsString(string path)
{
if (FileAccess.FileExists(path))
{
@ -54,11 +92,11 @@ namespace CMSGame
return "null";
}
private void SaveSettings(string path)
private void SaveSettings(Type settingsType)
{
string settings_text = JsonConvert.SerializeObject(BattleSettings);
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
file.StoreString(settings_text);
string settingsText = JsonConvert.SerializeObject(CurrentSettings[settingsType]);
using var file = FileAccess.Open(SettingsPaths[settingsType], FileAccess.ModeFlags.Write);
file.StoreString(settingsText);
}
}
@ -67,7 +105,8 @@ namespace CMSGame
}
public record class BattleSettings : SettingsBase
{
public bool PauseBattleWhenCharacterIsSelected = true;
}
{ }
public record class VideoSettings : SettingsBase
{ }
}

@ -1,9 +0,0 @@
{
"profiles": {
"CMSGame": {
"commandName": "Executable",
"executablePath": "C:\\Users\\light\\AppData\\Local\\Programs\\Godot\\Godot_v4.0.2-stable_mono_win64\\Godot_v4.0.2-stable_mono_win64.exe",
"workingDirectory": "."
}
}
}
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