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| using System; using System.Collections.Generic; using UnityEngine;
namespace TEngine { public class EasySaveSettingHelper : SettingHelperBase { public override int Count { get { return ES3.GetKeys().Length; } }
public override bool Load() { return true; }
public override bool Save() { return true; }
public override string[] GetAllSettingNames() { return ES3.GetKeys(); }
public override void GetAllSettingNames(List<string> results) { if (results == null) { throw new GameFrameworkException("Results is invalid."); }
results.Clear(); foreach (string file in results) { ES3.GetKeys(file); } }
public override bool HasSetting(string settingName) { return ES3.KeyExists(settingName); }
public override bool RemoveSetting(string settingName) { if (!ES3.KeyExists(settingName)) { return false; }
ES3.DeleteKey(settingName); return true; }
public override void RemoveAllSettings() { ES3.DeleteFile(); }
public override bool GetBool(string settingName) { return ES3.Load<bool>(settingName); }
public override bool GetBool(string settingName, bool defaultValue) { return ES3.Load<bool>(settingName, defaultValue ? true : false) ; }
public override void SetBool(string settingName, bool value) { ES3.Save<bool>(settingName, value); }
public override int GetInt(string settingName) { return ES3.Load<int>(settingName); }
public override int GetInt(string settingName, int defaultValue) { return ES3.Load<int>(settingName, defaultValue); }
public override void SetInt(string settingName, int value) { ES3.Save<int>(settingName, value); }
public override float GetFloat(string settingName) { return ES3.Load<float>(settingName); }
public override float GetFloat(string settingName, float defaultValue) { return ES3.Load<float>(settingName, defaultValue); }
public override void SetFloat(string settingName, float value) { ES3.Save<float>(settingName, value); }
public override string GetString(string settingName) { return ES3.LoadString(settingName,"没有找到值"); }
public override string GetString(string settingName, string defaultValue) { return ES3.LoadString(settingName, defaultValue); }
public override void SetString(string settingName, string value) { ES3.Save<string>(settingName, value); }
public override T GetObject<T>(string settingName) { return ES3.Load<T>(settingName); }
public override object GetObject(Type objectType, string settingName) { throw new GameFrameworkException("func is invalid."); }
public override T GetObject<T>(string settingName, T defaultObj) { return ES3.Load<T>(settingName); }
public override object GetObject(Type objectType, string settingName, object defaultObj) { throw new GameFrameworkException("func is invalid."); }
public override void SetObject<T>(string settingName, T obj) { ES3.Save<T>(settingName,obj); }
public override void SetObject(string settingName, object obj) { ES3.Save<object>(settingName, obj); } } }
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