public static FSaveHandle Create(string fileName, FFilePath pathType, FOpenType ot = FOpenType.OT_ReadWrite) { FSaveHandle sh = new FSaveHandle(); sh.Open(fileName, pathType, ot); return(sh); }
public void Build(string path, FFilePath type = FFilePath.FP_Abs) { Init(); FSaveHandle handle = FSaveHandle.Create(path, type, FOpenType.OT_Txt); handle.SetContext(mTool.Build()); handle.Save(); }
protected virtual void _SaveFile(string realPath) { if (mFileHandle == null) { mFileHandle = new FSaveHandle(); mFileHandle.Open(realPath, FFilePath.FP_Cache, GetOpenType() | FOpenType.OT_Write); } mFileHandle.PushObject(this); mFileHandle.Save(); }
protected virtual bool _ReadFile(string realPath) { mFileHandle = new FSaveHandle(); mFileHandle.Open(realPath, FFilePath.FP_Cache, GetOpenType() & (~FOpenType.OT_Write)); if (mFileHandle.IsLoad) { mFileHandle.FromObject(this); return(true); } return(false); }
public string LoadFile(string name, FFilePath pathType) { mStateTimeEvent = new StateTimeEvent(UpdateTimeState); string tempPath = "." + ResConfig.BEHAVIORTREE; if (!name.EndsWith(tempPath)) { name += tempPath; } //加载配置 FSaveHandle sd = FSaveHandle.Create(name, pathType); SaveTreeFile stFree = new SaveTreeFile(); return(stFree.typeName); }
public void SaveFile(string fileName, Type type) { //保存配置 FSaveHandle sd = FSaveHandle.Create(fileName, FFilePath.FP_Abs, FOpenType.OT_Write); SaveTreeFile stf = new SaveTreeFile(); stf.typeName = type.FullName; stf.headHodeName = mRootNode.mData.nodeName; stf.data = new SaveTreeFile.Data[mBuffNodes.Count]; IList paramList = Array.CreateInstance(type, mBuffNodes.Count); int index = 0; stf.param = StringSerialize.Serialize(paramList); sd.PushObject(stf); sd.Save(); }
public void SaveFile(string fileName, Type type) { //保存配置 FArpgNode roots = GetRoots(); Dictionary <string, FArpgNode> nodes = roots.mMainBuffs; FSaveHandle sd = FSaveHandle.Create(fileName, FFilePath.FP_Abs, FOpenType.OT_Write); ArpgFileData arpgFileData = new ArpgFileData(); arpgFileData.typeName = type.FullName; arpgFileData.headHodeName = mStartNodeName; ArpgFileData.Data[] datas = new ArpgFileData.Data[nodes.Count]; arpgFileData.data = datas; IList paramList = Array.CreateInstance(type, nodes.Count); int index = 0; foreach (var k in nodes) { var afd = new ArpgFileData.Data(); datas[index] = afd; afd.rect = new Unit_Rect(); afd.rect.SetRect(k.Value.mRect); //条件判断事件 var conditions = k.Value.mFArgpBaseData.ConditionCallBack; if (conditions != null && conditions.Length != 0) { afd.conditionMothods = new string[conditions.Length]; for (int i = 0; i < conditions.Length; i++) { afd.conditionMothods[i] = conditions[i].Method.Name; } } //状态执行事件 var states = k.Value.mFArgpBaseData.PlayStateCallBacks; if (states != null && states.Length != 0) { afd.playMothods = new string[states.Length]; for (int i = 0; i < states.Length; i++) { afd.playMothods[i] = states[i].Method.Name; } } if (k.Value.mSkipNode != null) { afd.skipNode = k.Value.mSkipNode.mFArgpBaseData.nodeName; } afd.nextData = new string[k.Value.mNextData.Count]; for (int i = 0; i < k.Value.mNextData.Count; i++) { afd.nextData[i] = k.Value.mNextData[i].mFArgpBaseData.nodeName; } paramList[index++] = k.Value.mFArgpBaseData; } arpgFileData.param = StringSerialize.Serialize(paramList); sd.PushObject(arpgFileData); sd.Save(); }
public string LoadFile(string name, FFilePath pathType = FFilePath.FP_Relative) { string tempPath = "." + ResConfig.ARPGEX; if (!name.EndsWith(tempPath)) { name += tempPath; } NewRoot(); //加载配置 FSaveHandle sd = FSaveHandle.Create(name, pathType); ArpgFileData afd = new ArpgFileData(); sd.FromObject(afd); mStartNodeName = afd.headHodeName; IList baseData = (IList)StringSerialize.Deserialize(afd.param, typeof(List <>).MakeGenericType(Assembly.Load("Assembly-CSharp").GetType(afd.typeName))); if (afd != null) { FArpgNode roots = GetRoots(); for (int i = 0; i < afd.data.Length; i++) { var d = afd.data[i]; FArgpBaseData farpgData = (FArgpBaseData)baseData[i]; if (d.conditionMothods != null) { farpgData.ConditionCallBack = new Func <FArpgNode, FArpgNode, bool> [d.conditionMothods.Length]; for (int c = 0; c < d.conditionMothods.Length; c++) { farpgData.ConditionCallBack[c] = (System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>)System.Delegate.CreateDelegate(typeof(System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>), farpgData, d.conditionMothods[c]); } } if (d.playMothods != null) { farpgData.PlayStateCallBacks = new Action <FArpgNode, float, int> [d.playMothods.Length]; for (int c = 0; c < d.playMothods.Length; c++) { farpgData.PlayStateCallBacks[c] = (System.Action <FArpgNode, float, int>)System.Delegate.CreateDelegate(typeof(System.Action <FArpgNode, float, int>), farpgData, d.playMothods[c]); } } FArpgNode node = roots.Regs(farpgData, true, null); node.mRect = d.rect.GetRect(); } for (int i = 0; i < afd.data.Length; i++) { var d = afd.data[i]; FArgpBaseData farpgData = (FArgpBaseData)baseData[i]; FArpgNode node = roots.mMainBuffs[farpgData.nodeName]; if (d.skipNode != "") { node.mSkipNode = roots.mMainBuffs[d.skipNode]; } if (d.nextData != null) { for (int j = 0; j < d.nextData.Length; j++) { var nextNode = roots.mMainBuffs[d.nextData[j]]; node.Regs(nextNode); } } } } SetStartNode(mStartNodeName); return(afd.typeName); }