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FileDataService.cs
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102 lines (88 loc) · 2.92 KB
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using System;
using System.IO;
using System.Threading.Tasks;
using Newtonsoft.Json;
using UnityEngine;
// Unity-compatible file-based data service using Newtonsoft.Json
public class FileDataService : IDataService
{
private readonly string saveDirectory;
private readonly JsonSerializerSettings jsonSettings;
public FileDataService(string saveDirectory = "SaveData")
{
this.saveDirectory = Path.Combine(Application.persistentDataPath, saveDirectory);
this.jsonSettings = new JsonSerializerSettings
{
Formatting = Formatting.Indented,
NullValueHandling = NullValueHandling.Ignore,
DefaultValueHandling = DefaultValueHandling.Include
};
// Ensure save directory exists
if (!Directory.Exists(this.saveDirectory))
{
Directory.CreateDirectory(this.saveDirectory);
}
}
public void Save<T>(string fileName, T data)
{
var filePath = Path.Combine(saveDirectory, fileName);
var json = JsonConvert.SerializeObject(data, jsonSettings);
File.WriteAllText(filePath, json);
}
public T Load<T>(string fileName) where T : class
{
var filePath = Path.Combine(saveDirectory, fileName);
if (!File.Exists(filePath))
return null;
try
{
var json = File.ReadAllText(filePath);
return JsonConvert.DeserializeObject<T>(json, jsonSettings);
}
catch (Exception ex)
{
Debug.LogError($"Failed to deserialize {fileName}: {ex.Message}");
return null;
}
}
public async Task SaveAsync<T>(string fileName, T data)
{
var filePath = Path.Combine(saveDirectory, fileName);
var json = JsonConvert.SerializeObject(data, jsonSettings);
await File.WriteAllTextAsync(filePath, json);
}
public async Task<T> LoadAsync<T>(string fileName) where T : class
{
var filePath = Path.Combine(saveDirectory, fileName);
if (!File.Exists(filePath))
return null;
try
{
var json = await File.ReadAllTextAsync(filePath);
return JsonConvert.DeserializeObject<T>(json, jsonSettings);
}
catch (Exception ex)
{
Debug.LogError($"Failed to deserialize {fileName}: {ex.Message}");
return null;
}
}
public string LoadRaw(string fileName)
{
var filePath = Path.Combine(saveDirectory, fileName);
return File.Exists(filePath) ? File.ReadAllText(filePath) : null;
}
public bool FileExists(string fileName)
{
var filePath = Path.Combine(saveDirectory, fileName);
return File.Exists(filePath);
}
public void DeleteFile(string fileName)
{
var filePath = Path.Combine(saveDirectory, fileName);
if (File.Exists(filePath))
{
File.Delete(filePath);
}
}
}