public static float Get(string key, Version version) { if (GameDataSystem.IsReady() == true) { var crc = new VersionCrc(version); float[] values; if (GameDataSystem.valuesByVersion.TryGetValue(crc, out values) == true) { var keys = GameDataSystem.GetKeys(); if (keys != null && key != null) { var index = System.Array.IndexOf(keys, key.ToLower()); if (index >= 0) { return(values[index]); } } } //Debug.LogWarningFormat("[ GameData ] Key was not found: {0}", key); } else { if (Application.isPlaying == true) { Debug.LogWarningFormat("[ GameData ] System not ready. Do not use `GameData.Get()` method while/before system starting. You can check it's state by `GameData.IsReady()` call. Key: `{0}`.", key); } } return(0f); }
public static bool HasKey(string key, Version version) { if (GameDataSystem.IsReady() == true) { var crc = new VersionCrc(version); float[] values; if (GameDataSystem.valuesByVersion.TryGetValue(crc, out values) == true) { var keys = GameDataSystem.GetKeys(); if (keys != null && key != null) { var index = System.Array.IndexOf(keys, key.ToLower()); if (index >= 0) { return(true); } } } } return(false); }
public static void TryToSaveCSV(string data, bool loadCacheOnFail = true) { try { var parsed = CSVParser.ReadCSV(data); if (GameDataSystem.currentVersion == default(Version)) { var defaultVersion = parsed[0][0]; GameDataSystem.currentVersion = new Version(defaultVersion); if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true) { WindowSystemLogger.Warning(GameDataSystem.GetName(), string.Format("Default version is used: {0}", GameDataSystem.currentVersion)); } } GameDataSystem.defaultVersion = GameDataSystem.currentVersion; var keysCount = 0; #region KEYS var keys = new List <string>(); for (int i = 0; i < parsed.Count; ++i) { if (i == 0) { continue; } var row = parsed[i]; var str = row[0].Trim(); if (string.IsNullOrEmpty(str) == true) { //str = string.Empty; continue; } keys.Add(str.ToLower()); ++keysCount; } GameDataSystem.keys = keys.ToArray(); #endregion var verCount = 0; #region VERSIONS var versions = new List <Version>(); for (int i = 0; i < parsed[0].Length; ++i) { if (i == 0) { continue; } var col = parsed[0][i]; var version = new Version(col); versions.Add(version); if (version == GameDataSystem.defaultVersion) { GameDataSystem.currentVersionNumber = int.Parse(parsed[1][i]); } ++verCount; } GameDataSystem.versions = versions.ToArray(); #endregion #region VALUES var values = new Dictionary <VersionCrc, float[]>(); for (int j = 0; j < versions.Count; ++j) { var version = versions[j]; var crc = new VersionCrc(version); var output = new List <float>(); for (int i = 0; i < parsed.Count; ++i) { if (i == 0) { continue; } var value = parsed[i][j + 1]; if (string.IsNullOrEmpty(value.Trim()) == true) { //value = "0"; continue; } value = value.Replace(",", ".").Replace(" ", string.Empty); var col = float.Parse(value); output.Add(col); } if (values.ContainsKey(crc) == false) { values.Add(crc, output.ToArray()); } } GameDataSystem.valuesByVersion = values; #endregion var path = GameDataSystem.GetCachePath(); #if STORAGE_NOT_SUPPORTED PlayerPrefs.SetString(path, data); #else System.IO.File.WriteAllText(path, data); #endif #if UNITY_EDITOR path = GameDataSystem.GetBuiltinCachePath(); System.IO.File.WriteAllText(path, data); #endif GameDataSystem.currentVersion = GameDataSystem.defaultVersion; if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true) { WindowSystemLogger.Log(GameDataSystem.GetName(), string.Format("Loaded version {3}. Cache saved to: {0}, Keys: {1}, Versions: {2}, Version: {4}", path, keysCount, verCount, GameDataSystem.GetCurrentVersionId(), GameDataSystem.currentVersion)); } GameDataSystem.isReady = true; } catch (System.Exception ex) { if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true) { // Nothing to do: failed to parse WindowSystemLogger.Error(GameDataSystem.GetName(), string.Format("Parser error: {0}\n{1}", ex.Message, ex.StackTrace)); } if (loadCacheOnFail == true) { GameDataSystem.TryToLoadCache(); } } }