2025-04-16 12:18:34 +09:00

123 lines
4.8 KiB
C#

////////////////////////////////////////////////////////////////////////////////
//
// @module Quick Save for Unity3D
// @author Michael Clayton
// @support clayton.inds+support@gmail.com
//
////////////////////////////////////////////////////////////////////////////////
using System.Collections.Generic;
using CI.QuickSave.Core.Storage;
using CI.QuickSave.Core.Util;
namespace CI.QuickSave
{
public class QuickSaveRaw
{
/// <summary>
/// Saves a string directly to the specified file, overwriting if it already exists
/// </summary>
/// <param name="path">The file to save to</param>
/// <param name="content">The string to save</param>
public static void SaveString(string path, string content) => SaveString(path, content, new QuickSaveSettings());
/// <summary>
/// Saves a string directly to the specified file using the specified settings, overwriting if it already exists
/// </summary>
/// <param name="path">The file to save to</param>
/// <param name="content">The string to save</param>
/// <param name="settings">Settings</param>
public static void SaveString(string path, string content, QuickSaveSettings settings)
{
var contentToWrite = DataService.PrepareSaveData(content, settings);
if (!FileAccess.SaveString(path, contentToWrite))
{
throw new QuickSaveException("Failed to write to file");
}
}
/// <summary>
/// Saves a byte array directly to the specified file, overwriting if it already exists
/// </summary>
/// <param name="path">The file to save to</param>
/// <param name="content">The byte array to save</param>
public static void SaveBytes(string path, byte[] content)
{
if (!FileAccess.SaveBytes(path, content))
{
throw new QuickSaveException("Failed to write to file");
}
}
/// <summary>
/// Loads the contents of the specified file into a string
/// </summary>
/// <param name="path">The file to load from</param>
/// <returns>The contents of the file as a string</returns>
public static string LoadString(string path) => LoadString(path, new QuickSaveSettings());
/// <summary>
/// Loads the contents of the specified file into a string using the specified settings
/// </summary>
/// <param name="path">The file to load from</param>
/// <param name="settings">Settings</param>
/// <returns>The contents of the file as a string</returns>
public static string LoadString(string path, QuickSaveSettings settings)
{
var content = FileAccess.LoadString(path);
if (content == null)
{
throw new QuickSaveException("Failed to load file");
}
return DataService.PrepareLoadedData(content, settings);
}
/// <summary>
/// Loads the contents of the specified file into a byte array
/// </summary>
/// <param name="path">The file to load from</param>
/// <returns>The contents of the file as a byte array</returns>
public static byte[] LoadBytes(string path)
{
byte[] content = FileAccess.LoadBytes(path);
if (content == null)
{
throw new QuickSaveException("Failed to load file");
}
return content;
}
/// <summary>
/// Loads an asset stored in a resources folder
/// </summary>
/// <typeparam name="T">The type of asset to load</typeparam>
/// <param name="path">The path of the asset to load, relative to the Assets folder and without an extension</param>
/// <returns>The specified asset</returns>
public static T LoadResource<T>(string path) where T : UnityEngine.Object => UnityEngine.Resources.Load<T>(path);
/// <summary>
/// Deletes the specified file if it exists
/// </summary>
/// <param name="path">The file to delete</param>
public static void Delete(string path) => FileAccess.Delete(path);
/// <summary>
/// Determines if the specified file exists
/// </summary>
/// <param name="path">The file to check</param>
/// <returns>Does the file exist</returns>
public static bool Exists(string path) => FileAccess.Exists(path);
/// <summary>
/// Gets the names of all files in the specified directory
/// </summary>
/// <param name="directory">The path of the directory</param>
/// <returns>The filenames of all the files in the directory</returns>
public static IEnumerable<string> GetAllFiles(string directory) => FileAccess.GetFiles(directory);
}
}