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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 ) )
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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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