/// <summary> /// Writes mod settings (title, priority, enabled) to file /// </summary> /// <returns></returns> public static bool WriteModSettings() { try { if (ModManager.Instance.Mods == null || ModManager.instance.Mods.Count <= 0) { return(false); } FullSerializer.fsData sdata = null; var result = _serializer.TrySerialize <List <Mod> >(ModManager.instance.Mods, out sdata); if (result.Failed) { return(false); } File.WriteAllText(Path.Combine(ModManager.instance.modDirectory, MODCONFIGFILENAME), FullSerializer.fsJsonPrinter.PrettyJson(sdata)); return(true); } catch (Exception ex) { Debug.LogError(string.Format("Failed to write mod settings: {0}", ex.Message)); return(false); } }
public NodeGroup LoadNodeGroupByJson(string path) { string content = ""; #if UNITY_EDITOR if (File.Exists(path)) { content = File.ReadAllText(path); } #else content = xc.DBManager.Instance.LoadDBFile(path.Replace("Assets/Res/", "")); #endif if (string.IsNullOrEmpty(content) == true) { return(null); } NodeGroup temp = null; FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(content); var serializer = new FullSerializer.fsSerializer(); var processor = new FileSerializerProcessor(); serializer.AddProcessor(processor); serializer.TryDeserialize(fsdata, ref temp); if (temp != null) { RemoveNodeGroup(temp.Id); InitNodeGroup(temp); nodeGroups.Add(temp.Id, temp); return(temp); } return(null); }
/// <summary> /// Uses serialized data from asset bundle to setup prefab /// </summary> /// <param name="prefabName">name of prefab asset</param> /// <param name="serializedDataName">name of serialized data txt asset</param> /// <returns></returns> public GameObject SetupPrefabHelper(string prefabName, string serializedDataName = null) { GameObject prefab = GetAsset <GameObject>(prefabName, false); if (prefab == null) { if (!prefabName.EndsWith(".prefab")) { prefabName = prefabName + ".prefab"; prefab = GetAsset <GameObject>(prefabName); } if (prefab == null) { Debug.LogError(string.Format("Failed to locate prefab in mod file: {0} {1}", this.Title, prefabName)); return(null); } } //if serializedDataName is null, defaults to checking for prefabName.serialized.prefab.txt if (string.IsNullOrEmpty(serializedDataName)) { serializedDataName = prefabName.Substring(0, prefabName.Length - 7) + ".serialized" + ".prefab" + ".txt"; } string serializedData = ""; try { serializedData = GetAsset <TextAsset>(serializedDataName).text; } catch (Exception ex) { Debug.LogError(string.Format("Failed to load serializedData: {0} {1} {2} {3}", this.Title, prefabName, serializedDataName, ex.Message)); return(null); } if (string.IsNullOrEmpty(serializedData)) { Debug.LogError(string.Format("Failed to locate serialized data for prefab in mod file: {0} {1} {2}", this.Title, prefabName, serializedDataName)); return(null); } object deserialized = null; FullSerializer.fsData data = FullSerializer.fsJsonParser.Parse(serializedData); ModManager._serializer.TryDeserialize(data, typeof(Dictionary <string, List <SerializedRecord> >), ref deserialized).AssertSuccessWithoutWarnings(); if (deserialized != null) { return(SetupPrefabHelper(prefab, deserialized as Dictionary <string, List <SerializedRecord> >)); } else { return(null); } }
public ME.ECS.StatesHistory.HistoryEvent Deserialize(byte[] bytes) { var fsData = System.Text.Encoding.UTF8.GetString(bytes); FullSerializer.fsData data = FullSerializer.fsJsonParser.Parse(fsData); object deserialized = null; this.fsSerializer.TryDeserialize(data, typeof(ME.ECS.StatesHistory.HistoryEvent), ref deserialized).AssertSuccessWithoutWarnings(); return((ME.ECS.StatesHistory.HistoryEvent)deserialized); }
/// <summary> /// Attempts to load saved mod settings from file & updates loaded mods /// </summary> /// <returns></returns> public static bool LoadModSettings() { FullSerializer.fsResult result = new FullSerializer.fsResult(); try { string filepath = Path.Combine(ModManager.instance.modDirectory, MODCONFIGFILENAME); if (!File.Exists(filepath)) { return(false); } var serializedData = File.ReadAllText(filepath); if (string.IsNullOrEmpty(serializedData)) { return(false); } List <Mod> temp = new List <Mod>(); FullSerializer.fsData data = FullSerializer.fsJsonParser.Parse(serializedData); result = _serializer.TryDeserialize <List <Mod> >(data, ref temp); if (result.Failed || temp.Count <= 0) { return(false); } foreach (Mod _mod in temp) { if (ModManager.instance.GetModIndex(_mod.Title) >= 0) { Mod mod = ModManager.Instance.GetMod(_mod.Title); if (mod == null) { continue; } mod.Enabled = _mod.Enabled; mod.LoadPriority = _mod.LoadPriority; ModManager.instance.Mods[ModManager.instance.GetModIndex(_mod.Title)] = mod; } } return(true); } catch (Exception ex) { Debug.LogError(string.Format("Error trying to load mod settings: {0}", ex.Message)); return(false); } }
/// <summary> /// 协程加载关卡配置 /// </summary> /// <param name="path"></param> /// <returns></returns>\ private IEnumerator CoLoadLevelFile(string path) { SGameEngine.AssetResource result = new SGameEngine.AssetResource(); yield return(MainGame.HeartBehavior.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(path, typeof(TextAsset), result))); if (result.asset_ == null) { yield break; } TextAsset textAsset = result.asset_ as TextAsset; if (textAsset == null || textAsset.text == null) { result.destroy(); Debug.LogError("LevelManager::CoLoadLevelFile, can not read level file:" + path); yield break; } Neptune.Data data = new Neptune.Data(); FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(textAsset.text); var serializer = new FullSerializer.fsSerializer(); var processor = new Neptune.FileSerializerProcessor(); serializer.AddProcessor(processor); serializer.TryDeserialize <Neptune.Data>(fsdata, ref data); if (data == null) { result.destroy(); yield break; } OnLevelLoadFinished(data); ObjCachePoolMgr.Instance.RecycleCSharpObject(data, ObjCachePoolType.JSON, path); result.destroy(); }
Neptune.Data LoadLevelFileTemporary(string path) { Neptune.Data data = null; if (m_NepCache.TryGetValue(path, out data)) { return(data); } string text = DBManager.Instance.LoadDBFile(path.Replace("Assets/Res/", "")); if (string.IsNullOrEmpty(text) == true) { return(null); } data = new Neptune.Data(); FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(text); var serializer = new FullSerializer.fsSerializer(); var processor = new Neptune.FileSerializerProcessor(); serializer.AddProcessor(processor); serializer.TryDeserialize <Neptune.Data>(fsdata, ref data); if (data == null) { return(null); } if (m_NepCache.Count >= 3) { string first_path = m_NepPath.Dequeue(); m_NepCache.Remove(first_path); } m_NepCache[path] = data; m_NepPath.Enqueue(path); return(data); }