BS 0.1 基础构建完成 / 0.2 Visual 同为Unity UI控件部分

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2025-07-21 15:49:39 +08:00
parent e400c616f4
commit f6750189d0
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using System.IO;
namespace ES3Internal
{
public enum ES3FileMode {Read, Write, Append}
public class ES3FileStream : FileStream
{
private bool isDisposed = false;
public ES3FileStream( string path, ES3FileMode fileMode, int bufferSize, bool useAsync)
: base( GetPath(path, fileMode), GetFileMode(fileMode), GetFileAccess(fileMode), FileShare.None, bufferSize, useAsync)
{
}
// Gets a temporary path if necessary.
protected static string GetPath(string path, ES3FileMode fileMode)
{
string directoryPath = ES3IO.GetDirectoryPath(path);
// Attempt to create the directory incase it does not exist if we are storing data.
if (fileMode != ES3FileMode.Read && directoryPath != ES3IO.persistentDataPath)
ES3IO.CreateDirectory(directoryPath);
if(fileMode != ES3FileMode.Write || fileMode == ES3FileMode.Append)
return path;
return (fileMode == ES3FileMode.Write) ? path + ES3IO.temporaryFileSuffix : path;
}
protected static FileMode GetFileMode(ES3FileMode fileMode)
{
if (fileMode == ES3FileMode.Read)
return FileMode.Open;
else if (fileMode == ES3FileMode.Write)
return FileMode.Create;
else
return FileMode.Append;
}
protected static FileAccess GetFileAccess(ES3FileMode fileMode)
{
if (fileMode == ES3FileMode.Read)
return FileAccess.Read;
else if (fileMode == ES3FileMode.Write)
return FileAccess.Write;
else
return FileAccess.Write;
}
protected override void Dispose (bool disposing)
{
// Ensure we only perform disposable once.
if(isDisposed)
return;
isDisposed = true;
base.Dispose(disposing);
// If this is a file writer, we need to replace the temp file.
/*if(fileMode == ES3FileMode.Write && fileMode != ES3FileMode.Append)
{
// Delete the old file before overwriting it.
ES3IO.DeleteFile(path);
// Rename temporary file to new file.
ES3IO.MoveFile(path + ES3.temporaryFileSuffix, path);
}*/
}
}
}

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using System.IO;
using UnityEngine;
namespace ES3Internal
{
internal class ES3PlayerPrefsStream : MemoryStream
{
private string path;
private bool append;
private bool isWriteStream = false;
private bool isDisposed = false;
// This constructor should be used for read streams only.
public ES3PlayerPrefsStream(string path) : base(GetData(path,false))
{
this.path = path;
this.append = false;
}
// This constructor should be used for write streams only.
public ES3PlayerPrefsStream(string path, int bufferSize, bool append=false) : base(bufferSize)
{
this.path = path;
this.append = append;
this.isWriteStream = true;
}
private static byte[] GetData(string path, bool isWriteStream)
{
if(!PlayerPrefs.HasKey(path))
throw new FileNotFoundException("File \""+path+"\" could not be found in PlayerPrefs");
return System.Convert.FromBase64String(PlayerPrefs.GetString(path));
}
protected override void Dispose (bool disposing)
{
if(isDisposed)
return;
isDisposed = true;
if(isWriteStream && this.Length > 0)
{
if (append)
{
// Convert data back to bytes before appending, as appending Base-64 strings directly can corrupt the data.
var sourceBytes = System.Convert.FromBase64String(PlayerPrefs.GetString(path));
var appendBytes = this.ToArray();
var finalBytes = new byte[sourceBytes.Length + appendBytes.Length];
System.Buffer.BlockCopy(sourceBytes, 0, finalBytes, 0, sourceBytes.Length);
System.Buffer.BlockCopy(appendBytes, 0, finalBytes, sourceBytes.Length, appendBytes.Length);
PlayerPrefs.SetString(path, System.Convert.ToBase64String(finalBytes));
PlayerPrefs.Save();
}
else
PlayerPrefs.SetString(path + ES3IO.temporaryFileSuffix, System.Convert.ToBase64String(this.ToArray()));
// Save the timestamp to a separate key.
PlayerPrefs.SetString("timestamp_" + path, System.DateTime.UtcNow.Ticks.ToString());
}
base.Dispose(disposing);
}
}
}

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using System.IO;
using UnityEngine;
namespace ES3Internal
{
internal class ES3ResourcesStream : MemoryStream
{
// Check that data exists by checking stream is not empty.
public bool Exists{ get{ return this.Length > 0; } }
// Used when creating
public ES3ResourcesStream(string path) : base(GetData(path))
{
}
private static byte[] GetData(string path)
{
var textAsset = Resources.Load(path) as TextAsset;
// If data doesn't exist in Resources, return an empty byte array.
if(textAsset == null)
return new byte[0];
return textAsset.bytes;
}
protected override void Dispose (bool disposing)
{
base.Dispose(disposing);
}
}
}

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using System.IO;
using System.IO.Compression;
using UnityEngine;
using System;
namespace ES3Internal
{
public static class ES3Stream
{
public static Stream CreateStream(ES3Settings settings, ES3FileMode fileMode)
{
bool isWriteStream = (fileMode != ES3FileMode.Read);
Stream stream = null;
// Check that the path is in a valid format. This will throw an exception if not.
new FileInfo(settings.FullPath);
try
{
if (settings.location == ES3.Location.InternalMS)
{
// There's no point in creating an empty MemoryStream if we're only reading from it.
if (!isWriteStream)
return null;
stream = new MemoryStream(settings.bufferSize);
}
else if (settings.location == ES3.Location.File)
{
if (!isWriteStream && !ES3IO.FileExists(settings.FullPath))
return null;
stream = new ES3FileStream(settings.FullPath, fileMode, settings.bufferSize, false);
}
else if (settings.location == ES3.Location.PlayerPrefs)
{
if (isWriteStream)
stream = new ES3PlayerPrefsStream(settings.FullPath, settings.bufferSize, (fileMode == ES3FileMode.Append));
else
{
if (!PlayerPrefs.HasKey(settings.FullPath))
return null;
stream = new ES3PlayerPrefsStream(settings.FullPath);
}
}
else if (settings.location == ES3.Location.Resources)
{
if (!isWriteStream)
{
var resourcesStream = new ES3ResourcesStream(settings.FullPath);
if (resourcesStream.Exists)
stream = resourcesStream;
else
{
resourcesStream.Dispose();
return null;
}
}
else if (UnityEngine.Application.isEditor)
throw new System.NotSupportedException("Cannot write directly to Resources folder. Try writing to a directory outside of Resources, and then manually move the file there.");
else
throw new System.NotSupportedException("Cannot write to Resources folder at runtime. Use a different save location at runtime instead.");
}
return CreateStream(stream, settings, fileMode);
}
catch(System.Exception e)
{
if (stream != null)
stream.Dispose();
throw e;
}
}
public static Stream CreateStream(Stream stream, ES3Settings settings, ES3FileMode fileMode)
{
try
{
bool isWriteStream = (fileMode != ES3FileMode.Read);
#if !DISABLE_ENCRYPTION
// Encryption
if(settings.encryptionType != ES3.EncryptionType.None && stream.GetType() != typeof(UnbufferedCryptoStream))
{
EncryptionAlgorithm alg = null;
if(settings.encryptionType == ES3.EncryptionType.AES)
alg = new AESEncryptionAlgorithm();
stream = new UnbufferedCryptoStream(stream, !isWriteStream, settings.encryptionPassword, settings.bufferSize, alg);
}
#endif
// Compression
if (settings.compressionType != ES3.CompressionType.None && stream.GetType() != typeof(GZipStream))
{
if (settings.compressionType == ES3.CompressionType.Gzip)
stream = isWriteStream ? new GZipStream(stream, CompressionMode.Compress) : new GZipStream(stream, CompressionMode.Decompress);
}
return stream;
}
catch (System.Exception e)
{
if (stream != null)
stream.Dispose();
if (e.GetType() == typeof(System.Security.Cryptography.CryptographicException))
throw new System.Security.Cryptography.CryptographicException("Could not decrypt file. Please ensure that you are using the same password used to encrypt the file.");
else
throw e;
}
}
public static void CopyTo(Stream source, Stream destination)
{
#if UNITY_2019_1_OR_NEWER
source.CopyTo(destination);
#else
byte[] buffer = new byte[2048];
int bytesRead;
while ((bytesRead = source.Read(buffer, 0, buffer.Length)) > 0)
destination.Write(buffer, 0, bytesRead);
#endif
}
}
}

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