Files
Convention-Unity-Demo/Assets/Scripts/Framework/DDT.cs

51 lines
1.4 KiB
C#

using System.Collections.Generic;
using Convention;
using UnityEngine;
namespace Demo.Game
{
public class DDT : ScriptableObject
{
public string BindingDataJson => $"{ScriptPath}.json";
public static DDT Make()
{
return new GameObject().AddComponent<DDT>();
}
public List<float> Datas = new();
[ScriptableCall(@"
添加float数据(允许使用除本以外的表达式), 随后可以用对象路径+索引获取变量值,
e.g: CameraObject/DDT[3], CameraObject/DDT对象路径下DDT数据中的第四个值
")]
public void Add(string value)
{
Datas.Add(Parse(value));
}
/// <summary>
/// 从特定的json中读取数据, 并调用<see cref="Add(string)"/>
/// </summary>
[ScriptableCall(@"从特定的json中读取数据, 并调用Add函数")]
public void Load()
{
var file = new ToolFile(BindingDataJson);
if (file.Exists() == false)
{
file.MustExistsPath()
.SaveAsJson<List<string>>(new());
Datas.Clear();
}
else
{
Datas.Clear();
foreach (var item in file.LoadAsJson<List<string>>())
{
Add(item);
}
}
}
}
}