首先,在UI层面玩家做一些操作时,会使得某些模块的数据产生变化,比如设置模块:
public void OnMusicMuteChanged(bool isOn)
{
GameEntry.Sound.Mute("Music", !isOn);
m_MusicVolumeSlider.gameObject.SetActive(isOn);
}
在对应的声音模块有两个:
1个是SoundExtension
2个是SoundComponent
SoundComponent常常作为SoundExtension的参数传入,上面就是这样:
namespace UnityGameFramework.Runtime
{
public sealed partial class SoundComponent : GameFrameworkComponent
{
[Serializable]
private sealed class SoundGroup
{
[SerializeField]
private string m_Name = null;
[SerializeField]
private bool m_AvoidBeingReplacedBySamePriority = false;
[SerializeField]
private bool m_Mute = false;
[SerializeField, Range(0f, 1f)]
private float m_Volume = 1f;
[SerializeField]
private int m_AgentHelperCount = 1;
public string Name
{
get
{
return m_Name;
}
}
public bool AvoidBeingReplacedBySamePriority
{
get
{
return m_AvoidBeingReplacedBySamePriority;
}
}
public bool Mute
{
get
{
return m_Mute;
}
}
public float Volume
{
get
{
return m_Volume;
}
}
public int AgentHelperCount
{
get
{
return m_AgentHelperCount;
}
}
}
}
}
public static void Mute(this SoundComponent soundComponent, string soundGroupName, bool mute)
{
if (string.IsNullOrEmpty(soundGroupName))
{
Log.Warning("Sound group is invalid.");
return;
}
ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
if (soundGroup == null)
{
Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
return;
}
soundGroup.Mute = mute;
GameEntry.Setting.SetBool(Utility.Text.Format(Constant.Setting.SoundGroupMuted, soundGroupName), mute);
GameEntry.Setting.Save();
}
如上所示,在赋值了soundGroup.Mute = mute了之后,
进行了
GameEntry.Setting.SetBool(Utility.Text.Format(Constant.Setting.SoundGroupMuted, soundGroupName), mute);
GameEntry.Setting.Save();
这样的两步储存
其中save的表达为:
public void Save()
{
m_SettingManager.Save();
}
这两部储存的具体代码被封装了,暂时看不到,但可以猜到是帮我们做了储存的封装。
在一开始加载游戏时的ProcedureLaunch流程中,就进行了加载:
private void InitSoundSettings()
{
GameEntry.Sound.Mute("Music", GameEntry.Setting.GetBool(Constant.Setting.MusicMuted, false));
GameEntry.Sound.SetVolume("Music", GameEntry.Setting.GetFloat(Constant.Setting.MusicVolume, 0.3f));
GameEntry.Sound.Mute("Sound", GameEntry.Setting.GetBool(Constant.Setting.SoundMuted, false));
GameEntry.Sound.SetVolume("Sound", GameEntry.Setting.GetFloat(Constant.Setting.SoundVolume, 1f));
GameEntry.Sound.Mute("UISound", GameEntry.Setting.GetBool(Constant.Setting.UISoundMuted, false));
GameEntry.Sound.SetVolume("UISound", GameEntry.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f));
Log.Info("Init sound settings complete.");
}
当我们加载某个界面时,会出现以下的内容,也就是从加载后的数据中获得数据:
m_MusicMuteToggle.isOn = !GameEntry.Sound.IsMuted("Music");
m_MusicVolumeSlider.value = GameEntry.Sound.GetVolume("Music");
m_SoundMuteToggle.isOn = !GameEntry.Sound.IsMuted("Sound");
m_SoundVolumeSlider.value = GameEntry.Sound.GetVolume("Sound");
m_UISoundMuteToggle.isOn = !GameEntry.Sound.IsMuted("UISound");
m_UISoundVolumeSlider.value = GameEntry.Sound.GetVolume("UISound");
也是在同样的地方SoundExtension,是这样的写的
public static float GetVolume(this SoundComponent soundComponent, string soundGroupName)
{
if (string.IsNullOrEmpty(soundGroupName))
{
Log.Warning("Sound group is invalid.");
return 0f;
}
ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
if (soundGroup == null)
{
Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
return 0f;
}
return soundGroup.Volume;
}
除了soundExtension以外,还有UIExtension,EntityExtension,LoadDataTable,都是以自己的组件为第一个参数进行处理的静态类。
至于那些储存后的名字,可以找一个类进行列举,比如
public static partial class Constant
{
public static class Setting
{
public const string Language = "Setting.Language";
public const string SoundGroupMuted = "Setting.{0}Muted";
public const string SoundGroupVolume = "Setting.{0}Volume";
public const string MusicMuted = "Setting.MusicMuted";
public const string MusicVolume = "Setting.MusicVolume";
public const string SoundMuted = "Setting.SoundMuted";
public const string SoundVolume = "Setting.SoundVolume";
public const string UISoundMuted = "Setting.UISoundMuted";
public const string UISoundVolume = "Setting.UISoundVolume";
}
}
比如我要建立自己的储存,我可以建立自己的CatComponent,然后建立一个CatExtension,在这里引用setting模块进行大部分数值的保存和加载。