Implement input config scene loading and saving.

This commit is contained in:
2022-11-15 17:27:51 +08:00
parent d2b2834a60
commit 945f9ca7d1
7 changed files with 86 additions and 34 deletions

View File

@@ -1,4 +1,8 @@
using UnityEngine;
using Newtonsoft.Json;
using System.IO;
using System.Text;
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Cryville.Crtr.Config {
@@ -6,6 +10,45 @@ namespace Cryville.Crtr.Config {
[SerializeField]
Transform m_content;
[SerializeField]
InputConfigPanel m_inputConfigPanel;
public Ruleset ruleset;
RulesetConfig _rscfg;
void Awake() {
ChartPlayer.etor = new PdtEvaluator();
FileInfo file = new FileInfo(
Game.GameDataPath + "/rulesets/" + Settings.Default.LoadRuleset
);
DirectoryInfo dir = file.Directory;
using (StreamReader reader = new StreamReader(file.FullName, Encoding.UTF8)) {
ruleset = JsonConvert.DeserializeObject<Ruleset>(reader.ReadToEnd(), new JsonSerializerSettings() {
MissingMemberHandling = MissingMemberHandling.Error
});
if (ruleset.format != 1) throw new FormatException("Invalid ruleset file version");
ruleset.LoadPdt(dir);
}
FileInfo cfgfile = new FileInfo(
Game.GameDataPath + "/config/rulesets/" + Settings.Default.LoadRulesetConfig
);
if (!cfgfile.Exists) {
if (!cfgfile.Directory.Exists) cfgfile.Directory.Create();
_rscfg = new RulesetConfig();
}
else {
using (StreamReader cfgreader = new StreamReader(cfgfile.FullName, Encoding.UTF8)) {
_rscfg = JsonConvert.DeserializeObject<RulesetConfig>(cfgreader.ReadToEnd(), new JsonSerializerSettings() {
MissingMemberHandling = MissingMemberHandling.Error
});
}
}
var proxy = new InputProxy(ruleset.Root, null);
proxy.LoadFrom(_rscfg.inputs);
m_inputConfigPanel.proxy = proxy;
Game.InputManager.Activate();
}
public void SwitchCategory(GameObject cat) {
foreach (Transform c in m_content) {
c.gameObject.SetActive(false);
@@ -14,6 +57,15 @@ namespace Cryville.Crtr.Config {
}
public void ReturnToMenu() {
Game.InputManager.Deactivate();
m_inputConfigPanel.proxy.SaveTo(_rscfg.inputs);
m_inputConfigPanel.proxy.Dispose();
FileInfo cfgfile = new FileInfo(
Game.GameDataPath + "/config/rulesets/" + Settings.Default.LoadRulesetConfig
);
using (StreamWriter cfgwriter = new StreamWriter(cfgfile.FullName, false, Encoding.UTF8)) {
cfgwriter.Write(JsonConvert.SerializeObject(_rscfg, Game.GlobalJsonSerializerSettings));
}
GameObject.Find("Master").GetComponent<Master>().ShowMenu();
#if UNITY_5_5_OR_NEWER
SceneManager.UnloadSceneAsync("Config");