using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace QuestAppLauncher
{
///
/// Root config object
///
[Serializable]
public class Config
{
// Supported category types
public const string Category_None = "none";
public const string Category_Auto = "auto";
public const string Category_Custom = "custom";
///
/// Grid size
///
[Serializable]
public class GridSize
{
public int rows = 3;
public int cols = 3;
}
public GridSize gridSize = new GridSize();
public bool show2D = false;
// Category types: "none", "automatic", "custom"
public string categoryType = Category_Auto;
}
///
/// Class responsible for loading / saving config into a config.json file.
///
public class ConfigPersistence
{
// File name of app name overrides
const string ConfigFileName = "config.json";
///
/// Load config from file
///
/// Config object that will be overwritten
static public void LoadConfig(Config config)
{
var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
if (File.Exists(configFilePath))
{
Debug.Log("Found config file: " + configFilePath);
var jsonConfig = File.ReadAllText(configFilePath);
try
{
JsonUtility.FromJsonOverwrite(jsonConfig, config);
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to read config: {0}", e.Message));
}
}
else
{
Debug.Log("Did not find config file: " + configFilePath);
}
}
///
/// Save config to a file
///
///
static public void SaveConfig(Config config)
{
var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
Debug.Log("Saving config file: " + configFilePath);
try
{
File.WriteAllText(configFilePath, JsonUtility.ToJson(config, true));
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to read config: {0}", e.Message));
}
}
}
}