Unity框架之ConfigManager【Json配置文件读写】

Unity框架之ConfigManager【Json配置文件读写】

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

读取配置信息

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

配置文件管理类: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>();
	}
}

读写配置文件: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;
	}
}

配置文件对应的类: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配置文件: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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