UnityフレームワークのConfigManager【Json設定ファイルの読み書き】

UnityフレームワークのConfigManager【Json設定ファイルの読み書き】

调用
调用读写方法
管理
读写
需要使用配置信息
ConfigManager
JsonHelper
CheatConfig.cs类,对应CheatConfig.json文件
CheatConfig.json配置文件

構成情報の読み取り

	int id = 0; 
	ConfigManager.cheatConfig.GetCheats("TriggerJackPot" , id);

構成ファイル管理クラス: ConfigManager.cs

public static class ConfigManager
{
    
    
	public static CheatConfig cheatConfig{
    
     get; pricate set;}

	public static void Initialize(){
    
    
		UpdateConfig();
		LoadAllConfig();
	}
	/// <summary>
	/// 更新配置文件
	/// <summary>
	private static void UpdateConfig(){
    
    
		JsonHelper.SaveJson(new CheatConfig());
	}

	/// <summary>
	/// 加载所有的配置文件
	/// <summary>
	private static void UpdateConfig(){
    
    
		cheatConfig = JsonHelper.ReadJson<CheatConfig>();
	}
}

構成ファイルの読み取りと書き込み: JsonHelper.cs

public class CheatConfig
{
    
    
	private static string PATH = Application.streamingAssetsPath + "/Config/";
	
	/// <summary>
	/// 保存Json
	/// <summary>
	public static void SaveJson<T>(T value) where T : class
	{
    
    
		string filename = string.Format("{0}{1}.json", PATH, typeof(T).Name);
		if(!File.Exists(filename))
			Directory.CreateDirectory(PATH);
		else
			File.Delete(filename);

		using(StreamWriter sw = File.CreateText(filename))
		{
    
    
			sw.Write(JsonConvert.SerializeObject(value));
		}
	}
	
	/// <summary>
	/// 读取Json
	/// <summary>
	public static T ReadJson<T>(T value) where T : class
	{
    
    
		string filename = string.Format{
    
    "{0}{1}.json", PATH, typeof(T).Name};
		if(!File.Exists(filename))
		{
    
    
			Debug.logError("Json文件丢失");
			return null;
		}
		string text = File.ReadAllText(filename);
		T obj = JsonConvert.DeserializeObject<T>(text);
		return obj;
	}
}

構成ファイルに対応するクラス: CheatConfig.cs

public class CheatConfig
{
    
    
	public Dictionary<string, string[][]> Cheat = new Dictionary<string, string[][]>{
    
    
		{
    
    
			"TiggerFreeGame", new String[][]{
    
    
				new String[]{
    
    "N", "Scatter", "T"},
				new String[]{
    
    "A", "PIC02", "PIC03"},
				new String[]{
    
    "PIC05", "Scatter", "A"},
				new String[]{
    
    "Q", "J", "PIC04"},
				new String[]{
    
    "K", "Scatter", "N"},
			},
		},
		{
    
    
			"BonusCoinFullGame", new String[][]{
    
    
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"},
				new String[]{
    
    "Coin"}
			}
		},
	};

	/// <summary>
	/// 读取配置信息
	/// <summary>
	///	<param name="name">名字</param>
	/// <param name="id">第几行</param>
	/// <returns>返回一行中的所有数据</returns>
	public string[] GetCheats(string name, int id){
    
    
		if(Cheats.ContainKey(name)){
    
    
			return Cheats[name][id];
		}
		else{
    
    
			Debug.logErrorFormat("不存在{0}作弊表");
			return default;
		}
	}
}

JSON 構成ファイル: CheatConfig.json

{
	"Cheats":{
		"TriggerJackPot":[
			["N", "Scatter", "T"],
			["A", "Wild", "PIC03"],
			["PIC05", "Scatter", "A"],
			["Q", "Wild", "PIC04"],
			["K", "Scatter", "N"]
		],
		"BonusCoinFullGame":[
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"],
			["Coin"]
		]
	}
}

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転載: blog.csdn.net/weixin_44923787/article/details/125890397