Пример #1
0
        public static FSaveHandle Create(string fileName, FFilePath pathType, FOpenType ot = FOpenType.OT_ReadWrite)
        {
            FSaveHandle sh = new FSaveHandle();

            sh.Open(fileName, pathType, ot);
            return(sh);
        }
Пример #2
0
        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();
        }
Пример #3
0
 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();
 }
Пример #4
0
 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);
 }
Пример #5
0
        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);
        }
Пример #6
0
        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();
        }
Пример #7
0
        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();
        }
Пример #8
0
        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);
        }