using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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using System.Reflection;
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public class ConfigManager : ManagerBase<ConfigManager>
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{
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public bool isLoadFinished
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{
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get;
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private set;
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}
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private float loadingProgress = 0f;
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public override void Init()
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{
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base.Init();
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InitConfigs();
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}
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public virtual async UniTask InitConfigs()
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{
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// 加载配置文件
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await LoadConfigs();
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}
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protected async UniTask LoadConfigs()
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{
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loadingProgress = 0f;
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isLoadFinished = false;
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// 加载配置文件
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int totalConfigs = 15;
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List<Type> configTypes = new List<Type>() {
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typeof(ChestsAwardConfig),
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typeof(CTGConfig),
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typeof(DirtyWordConfig),
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typeof(EquipGSParamConfig),
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typeof(ItemConfig),
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typeof(NPCConfig),
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typeof(NPCExConfig),
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typeof(OrderInfoConfig),
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typeof(PlayerFaceConfig),
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typeof(StoreConfig),
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typeof(SuccessConfig),
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typeof(SysInfoConfig),
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typeof(TitleStarUpConfig),
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typeof(TreasureSetConfig),
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typeof(XBGetItemConfig)
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};
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#if UNITY_EDITOR
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HashSet<Type> configHashSet = new HashSet<Type>();
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if (System.IO.File.Exists(Application.dataPath + "/fastConfig.txt"))
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{
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string[] strConfgsArr = System.IO.File.ReadAllLines(Application.dataPath + "/fastConfig.txt");
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foreach (string str in strConfgsArr)
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{
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Type tpy = Type.GetType(str);
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configHashSet.Add(tpy);
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}
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}
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// 编辑器下加入 评估加载时常
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configTypes.AddRange(configHashSet);
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List<string> fastName = new List<string>();
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#endif
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// 逐个加载配置并更新进度
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for (int i = 0; i < configTypes.Count; i++)
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{
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var sw = System.Diagnostics.Stopwatch.StartNew();
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LoadConfigByType(configTypes[i]);
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sw.Stop();
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#if UNITY_EDITOR
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if (sw.ElapsedMilliseconds >= 100)
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{
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Debug.LogError($"加载配置 {configTypes[i].Name} 耗时较长: {sw.ElapsedMilliseconds} ms");
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}
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else if (sw.ElapsedMilliseconds <= 5)
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{
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fastName.Add(configTypes[i].Name);
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}
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Debug.Log($"加载配置: {configTypes[i].Name} 用时: {sw.ElapsedMilliseconds} ms");
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#endif
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loadingProgress = (float)(i + 1) / totalConfigs;
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}
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#if UNITY_EDITOR
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System.IO.File.WriteAllText(Application.dataPath + "/fastConfig.txt", string.Join("\n", fastName));
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//加载完后卸载
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foreach (var configType in configTypes)
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{
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var methodInfo = configType.GetMethod("ForceRelease", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.FlattenHierarchy);
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if (methodInfo != null)
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{
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methodInfo.Invoke(null, null);
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}
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}
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#endif
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// 加载完成后设置isLoadFinished为true
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loadingProgress = 1f;
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isLoadFinished = true;
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}
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public void LoadConfigByType(Type configType)
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{
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string configName = configType.Name;
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if (configName.EndsWith("Config"))
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{
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configName = configName.Substring(0, configName.Length - 6);
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}
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string[] texts = ResManager.Instance.LoadConfig(configName);
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if (texts != null)
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{
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string[] lines = texts;
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var methodInfo = configType.GetMethod("Init", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.FlattenHierarchy);
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if (methodInfo != null)
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{
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methodInfo.Invoke(null, new object[] { lines });
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// 设置初始化标志
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var isInitField = configType.GetField("isInit", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
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if (isInitField != null)
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{
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isInitField.SetValue(null, true);
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}
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Debug.Log($"加载配置: {configType.Name} 成功");
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}
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else
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{
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Debug.LogError($"配置类 {configType.Name} 没有静态Init方法");
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}
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}
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else
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{
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Debug.LogError($"找不到配置文件: {configName}");
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}
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}
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private async UniTask LoadConfig<T>() where T : class
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{
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string configName = typeof(T).Name;
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string[] texts = ResManager.Instance.LoadConfig(configName);
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if (texts != null)
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{
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string[] lines = texts;
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var methodInfo = typeof(T).GetMethod("Init", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
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if (methodInfo != null)
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{
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methodInfo.Invoke(null, lines);
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// 设置初始化标志
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var isInitField = typeof(T).GetField("isInit", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
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if (isInitField != null)
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{
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isInitField.SetValue(null, true);
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}
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Debug.Log($"加载配置: {typeof(T).Name} 成功");
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}
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else
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{
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Debug.LogError($"配置类 {typeof(T).Name} 没有静态Init方法");
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}
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}
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else
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{
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Debug.LogError($"找不到配置文件: {configName}");
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}
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}
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public float GetLoadingProgress()
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{
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return loadingProgress;
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}
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private void ClearConfigDictionary<T>() where T : class
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{
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// 重置 T 初始化状态
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var isInitField = typeof(T).GetField("isInit", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
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if (isInitField != null)
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{
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isInitField.SetValue(null, false);
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}
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}
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public override void Release()
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{
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// 清空 ChestsAwardConfig 字典
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ClearConfigDictionary<ChestsAwardConfig>();
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// 清空 CTGConfig 字典
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ClearConfigDictionary<CTGConfig>();
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// 清空 DirtyWordConfig 字典
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ClearConfigDictionary<DirtyWordConfig>();
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// 清空 EquipGSParamConfig 字典
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ClearConfigDictionary<EquipGSParamConfig>();
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// 清空 ItemConfig 字典
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ClearConfigDictionary<ItemConfig>();
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// 清空 NPCConfig 字典
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ClearConfigDictionary<NPCConfig>();
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// 清空 NPCExConfig 字典
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ClearConfigDictionary<NPCExConfig>();
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// 清空 OrderInfoConfig 字典
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ClearConfigDictionary<OrderInfoConfig>();
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// 清空 PlayerFaceConfig 字典
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ClearConfigDictionary<PlayerFaceConfig>();
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// 清空 StoreConfig 字典
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ClearConfigDictionary<StoreConfig>();
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// 清空 SuccessConfig 字典
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ClearConfigDictionary<SuccessConfig>();
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// 清空 SysInfoConfig 字典
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ClearConfigDictionary<SysInfoConfig>();
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// 清空 TitleStarUpConfig 字典
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ClearConfigDictionary<TitleStarUpConfig>();
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// 清空 TreasureSetConfig 字典
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ClearConfigDictionary<TreasureSetConfig>();
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// 清空 XBGetItemConfig 字典
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ClearConfigDictionary<XBGetItemConfig>();
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}
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}
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