Danro/Assets/Scripts/Settings/Core/SettingsManager.cs
Danil Iarosh 4d05d1adbb
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FEAT: Added new settings system
- Добавил новую систему настроек, возможности:
    - Динамически создает список настроек
    - Сохраняет настройки в JSON-файл
    - Возможность группировать настройки
    - Широкие возможности по кастомизации
    - Применение настроек в реальном времени (частично)
- Добавил префабы для новых элементов настроек
- Изменил поведение игры исходя из нового формата настроек
2026-02-04 14:32:15 +03:00

295 lines
9.8 KiB
C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace RR.Common.Settings
{
[Serializable]
public class SettingsSaveData
{
public int version = 1;
public List<Entry> entries = new();
[Serializable]
public class Entry
{
public string key;
public SettingValue value;
}
}
[DefaultExecutionOrder(-900)]
public class SettingsManager : MonoBehaviour
{
[SerializeField] private SettingsDatabase database;
public static SettingsManager Instance { get; private set; }
private readonly Dictionary<string, SettingValue> map = new();
private string path;
private Coroutine saveRoutine;
// События для совместимости со старым кодом
public event Action OnSettingsLoaded;
public event Action OnSettingsSaved;
public event Action<string, SettingValue> OnSettingChanged;
private void Awake()
{
Debug.Log($"[SettingsManager] Awake called. Instance = {(Instance != null ? Instance.name : "null")}");
if (Instance)
{
Debug.Log("[SettingsManager] Instance already exists, destroying this one.");
Destroy(gameObject);
return;
}
Instance = this;
Debug.Log($"[SettingsManager] Instance set to {name}");
DontDestroyOnLoad(gameObject);
path = Path.Combine(Application.persistentDataPath, "settings.json");
if (!database)
{
Debug.LogError("[SettingsManager] Database is not assigned! Settings will not work.");
}
else
{
Debug.Log($"[SettingsManager] Initialized with database containing {database.entries.Count} entries.");
}
LoadOrDefaults();
ApplyAll();
}
/// <summary>
/// Инициализация из GameManager (альтернатива Awake)
/// </summary>
public void Initialize()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Если database не назначена - пытаемся загрузить из Resources
if (!database)
{
database = Resources.Load<SettingsDatabase>("SettingsDatabase");
if (!database)
{
// Пытаемся найти л<><D0BB>бую SettingsDatabase в проекте
var databases = Resources.FindObjectsOfTypeAll<SettingsDatabase>();
if (databases.Length > 0)
{
database = databases[0];
}
}
}
if (!database)
{
Debug.LogError("[SettingsManager] Database is not assigned and not found in Resources! Settings will not work.");
}
else
{
Debug.Log($"[SettingsManager] Initialized with database containing {database.entries.Count} entries.");
}
path = Path.Combine(Application.persistentDataPath, "settings.json");
LoadOrDefaults();
ApplyAll();
}
public SettingEntry Define(string key)
{
if (!database)
{
Debug.LogWarning($"[SettingsManager] Database is null, cannot define key '{key}'");
return null;
}
return database.Find(key);
}
public SettingValue Get(string key)
{
if (map.TryGetValue(key, out SettingValue v)) return v;
SettingEntry def = Define(key);
return def?.DefaultValue ?? default;
}
// Удобные типизированные геттеры
public bool GetBool(string key) => Get(key).b;
public int GetInt(string key) => Get(key).i;
public float GetFloat(string key) => Get(key).f;
public string GetString(string key) => Get(key).s;
public void Set(string key, SettingValue value)
{
// Проверяем, что объект не уничтожен
if (this == null) return;
SettingEntry def = Define(key);
if (def == null)
{
Debug.LogWarning($"[SettingsManager] No definition found for key '{key}'. Check that SettingsDatabase has this entry.");
return;
}
SettingValue clean = def.Sanitize(value);
map[key] = clean;
Debug.Log($"[SettingsManager] Set '{key}' = {value.type}: b={value.b}, i={value.i}, f={value.f}, s={value.s}");
// применяем СРАЗУ
SettingsApplier.Apply(def, clean);
// оповещаем подписчиков
OnSettingChanged?.Invoke(key, clean);
// сохраняем с небольшой задержкой (удобно для слайдеров)
ScheduleSave(0.25f);
}
// Удобные типизированные сеттеры
public void SetBool(string key, bool value) => Set(key, SettingValue.Bool(value));
public void SetInt(string key, int value) => Set(key, SettingValue.Int(value));
public void SetFloat(string key, float value) => Set(key, SettingValue.Float(value));
public void SetString(string key, string value) => Set(key, SettingValue.String(value));
/// <summary>
/// Немедленное сохранение настроек
/// </summary>
public void SaveSettings()
{
SaveNow();
}
public void ApplyAll()
{
if (!database) return;
foreach (SettingEntry def in database.entries)
{
if (def == null || string.IsNullOrWhiteSpace(def.key)) continue;
SettingsApplier.Apply(def, Get(def.key));
}
}
public void ResetAllToDefaults()
{
if (!database) return;
foreach (SettingEntry def in database.entries)
{
if (def == null || string.IsNullOrWhiteSpace(def.key)) continue;
map[def.key] = def.DefaultValue;
SettingsApplier.Apply(def, def.DefaultValue);
}
ScheduleSave(0.05f);
}
/// <summary>
/// Сбрасывает настройки указанной группы к значениям по умолчанию
/// </summary>
/// <param name="groupName">Имя группы настроек</param>
public void ResetGroupToDefaults(string groupName)
{
if (!database || string.IsNullOrWhiteSpace(groupName)) return;
foreach (SettingEntry def in database.entries)
{
if (def == null || string.IsNullOrWhiteSpace(def.key)) continue;
if (!string.Equals(def.group, groupName, System.StringComparison.OrdinalIgnoreCase)) continue;
map[def.key] = def.DefaultValue;
SettingsApplier.Apply(def, def.DefaultValue);
}
ScheduleSave(0.05f);
}
private void LoadOrDefaults()
{
map.Clear();
if (File.Exists(path))
{
try
{
string json = File.ReadAllText(path);
SettingsSaveData data = JsonUtility.FromJson<SettingsSaveData>(json);
if (data != null)
{
foreach (SettingsSaveData.Entry e in data.entries)
if (!string.IsNullOrWhiteSpace(e.key))
map[e.key] = e.value;
}
}
catch
{
// если файл битый — просто упадём на дефолты ниже
}
}
if (!database) return;
foreach (SettingEntry def in database.entries)
{
if (def == null || string.IsNullOrWhiteSpace(def.key)) continue;
if (!map.ContainsKey(def.key))
map[def.key] = def.DefaultValue;
else
map[def.key] = def.Sanitize(map[def.key]);
}
OnSettingsLoaded?.Invoke();
}
private void ScheduleSave(float delay)
{
// Проверяем, что объект не уничтожен
if (this == null || !gameObject) return;
if (saveRoutine != null) StopCoroutine(saveRoutine);
saveRoutine = StartCoroutine(SaveDelayed(delay));
}
private IEnumerator SaveDelayed(float delay)
{
yield return new WaitForSecondsRealtime(delay);
SaveNow();
saveRoutine = null;
}
private void SaveNow()
{
SettingsSaveData data = new();
foreach (var kv in map)
data.entries.Add(new SettingsSaveData.Entry { key = kv.Key, value = kv.Value });
try
{
File.WriteAllText(path, JsonUtility.ToJson(data, true));
OnSettingsSaved?.Invoke();
}
catch (Exception e)
{
Debug.LogWarning($"[SettingsManager] Save failed: {e.Message}");
}
}
private void OnApplicationQuit() => SaveNow();
}
}