SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMSaveLoad/MMSaveLoadManager.cs

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C#
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2021-12-29 20:50:11 +03:00
using UnityEngine;
using System.Collections;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MoreMountains.Tools
{
/// <summary>
/// Allows the save and load of objects in a specific folder and file.
///
/// How to use (at a minimum) :
///
/// Save : MMSaveLoadManager.Save(TestObject, FileName+SaveFileExtension, FolderName);
///
/// Load : TestObject = (YourObjectClass)MMSaveLoadManager.Load(typeof(YourObjectClass), FileName + SaveFileExtension, FolderName);
///
/// Delete save : MMSaveLoadManager.DeleteSave(FileName+SaveFileExtension, FolderName);
///
/// Delete save folder : MMSaveLoadManager.DeleteSaveFolder(FolderName);
///
/// You can also specify what IMMSaveLoadManagerMethod the system should use. By default it's binary but you can also pick binary encrypted, json, or json encrypted
/// You'll find examples of how to set each of these in the MMSaveLoadTester class
///
/// </summary>
public static class MMSaveLoadManager
{
/// the method to use when saving and loading files (has to be the same at both times of course)
public static IMMSaveLoadManagerMethod saveLoadMethod = new MMSaveLoadManagerMethodBinary();
/// the default top level folder the system will use to save the file
private const string _baseFolderName = "/MMData/";
/// the name of the save folder if none is provided
private const string _defaultFolderName = "MMSaveLoadManager";
/// <summary>
/// Determines the save path to use when loading and saving a file based on a folder name.
/// </summary>
/// <returns>The save path.</returns>
/// <param name="folderName">Folder name.</param>
static string DetermineSavePath(string folderName = _defaultFolderName)
{
string savePath;
// depending on the device we're on, we assemble the path
if (Application.platform == RuntimePlatform.IPhonePlayer)
{
savePath = Application.persistentDataPath + _baseFolderName;
}
else
{
savePath = Application.persistentDataPath + _baseFolderName;
}
#if UNITY_EDITOR
savePath = Application.dataPath + _baseFolderName;
#endif
savePath = savePath + folderName + "/";
return savePath;
}
/// <summary>
/// Determines the name of the file to save
/// </summary>
/// <returns>The save file name.</returns>
/// <param name="fileName">File name.</param>
static string DetermineSaveFileName(string fileName)
{
return fileName;
}
/// <summary>
/// Save the specified saveObject, fileName and foldername into a file on disk.
/// </summary>
/// <param name="saveObject">Save object.</param>
/// <param name="fileName">File name.</param>
/// <param name="foldername">Foldername.</param>
public static void Save(object saveObject, string fileName, string foldername = _defaultFolderName)
{
string savePath = DetermineSavePath(foldername);
string saveFileName = DetermineSaveFileName(fileName);
// if the directory doesn't already exist, we create it
if (!Directory.Exists(savePath))
{
Directory.CreateDirectory(savePath);
}
// we serialize and write our object into a file on disk
FileStream saveFile = File.Create(savePath + saveFileName);
saveLoadMethod.Save(saveObject, saveFile);
saveFile.Close();
}
/// <summary>
/// Load the specified file based on a file name into a specified folder
/// </summary>
/// <param name="fileName">File name.</param>
/// <param name="foldername">Foldername.</param>
public static object Load(System.Type objectType, string fileName, string foldername = _defaultFolderName)
{
string savePath = DetermineSavePath(foldername);
string saveFileName = savePath + DetermineSaveFileName(fileName);
object returnObject;
// if the MMSaves directory or the save file doesn't exist, there's nothing to load, we do nothing and exit
if (!Directory.Exists(savePath) || !File.Exists(saveFileName))
{
return null;
}
FileStream saveFile = File.Open(saveFileName, FileMode.Open, FileAccess.Read, FileShare.Read);
returnObject = saveLoadMethod.Load(objectType, saveFile);
saveFile.Close();
return returnObject;
}
/// <summary>
/// Removes a save from disk
/// </summary>
/// <param name="fileName">File name.</param>
/// <param name="folderName">Folder name.</param>
public static void DeleteSave(string fileName, string folderName = _defaultFolderName)
{
string savePath = DetermineSavePath(folderName);
string saveFileName = DetermineSaveFileName(fileName);
if (File.Exists(savePath + saveFileName))
{
File.Delete(savePath + saveFileName);
}
}
/// <summary>
/// Deletes the whole save folder
/// </summary>
/// <param name="folderName"></param>
public static void DeleteSaveFolder(string folderName = _defaultFolderName)
{
string savePath = DetermineSavePath(folderName);
if (Directory.Exists(savePath))
{
DeleteDirectory(savePath);
}
}
/// <summary>
/// Deletes the specified directory
/// </summary>
/// <param name="target_dir"></param>
public static void DeleteDirectory(string target_dir)
{
string[] files = Directory.GetFiles(target_dir);
string[] dirs = Directory.GetDirectories(target_dir);
foreach (string file in files)
{
File.SetAttributes(file, FileAttributes.Normal);
File.Delete(file);
}
foreach (string dir in dirs)
{
DeleteDirectory(dir);
}
Directory.Delete(target_dir, false);
}
}
}