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committedSep 21, 2024·
[增加]1. 增加防裁剪
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‎Runtime/Config/Config/ConfigManager.cs‎

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@@ -9,19 +9,22 @@
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using GameFrameX.Asset.Runtime;
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using GameFrameX.Runtime;
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namespace GameFrameX.Config.Runtime
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{
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/// <summary>
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/// 全局配置管理器。
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public sealed partial class ConfigManager : GameFrameworkModule, IConfigManager
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{
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private readonly ConcurrentDictionary<string, IDataTable> m_ConfigDatas;
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/// <summary>
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/// 初始化全局配置管理器的新实例。
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public ConfigManager()
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{
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m_ConfigDatas = new ConcurrentDictionary<string, IDataTable>(StringComparer.Ordinal);
@@ -59,6 +62,7 @@ protected override void Shutdown()
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/// </summary>
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/// <param name="configName">要检查全局配置项的名称。</param>
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/// <returns>指定的全局配置项是否存在。</returns>
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[UnityEngine.Scripting.Preserve]
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public bool HasConfig(string configName)
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{
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return m_ConfigDatas.TryGetValue(configName, out _);
@@ -71,6 +75,7 @@ public bool HasConfig(string configName)
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/// <param name="configName">要增加全局配置项的名称。</param>
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/// <param name="configValue">全局配置项的值。</param>
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/// <returns>是否增加全局配置项成功。</returns>
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[UnityEngine.Scripting.Preserve]
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public void AddConfig(string configName, IDataTable configValue)
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{
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bool isExist = m_ConfigDatas.TryGetValue(configName, out var value);
@@ -86,6 +91,7 @@ public void AddConfig(string configName, IDataTable configValue)
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/// 移除指定全局配置项。
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/// </summary>
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/// <param name="configName">要移除全局配置项的名称。</param>
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[UnityEngine.Scripting.Preserve]
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public bool RemoveConfig(string configName)
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{
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if (!HasConfig(configName))
@@ -101,6 +107,7 @@ public bool RemoveConfig(string configName)
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/// </summary>
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/// <param name="configName">要获取全局配置项的名称。</param>
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/// <returns>要获取全局配置项的全局配置项。</returns>
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[UnityEngine.Scripting.Preserve]
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public IDataTable GetConfig(string configName)
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{
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return m_ConfigDatas.TryGetValue(configName, out var value) ? value : null; //GetConfig()
@@ -109,6 +116,7 @@ public IDataTable GetConfig(string configName)
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/// <summary>
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/// 清空所有全局配置项。
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public void RemoveAllConfigs()
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{
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m_ConfigDatas.Clear();

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