forked from sin365/AxibugEmuOnline
阶段性继续完善AxiNSApi
This commit is contained in:
parent
37fad1c6a0
commit
2e5827f212
@ -24,21 +24,17 @@ public class AxiNSIO
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{
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#if UNITY_SWITCH && !UNITY_EDITOR
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// 阻止用户在保存时,退出游戏 Switch 条例 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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nn.Result ret = FileSystem.Commit(save_name);
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if (!ret.IsSuccess())
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + ret.GetErrorInfo());
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return false;
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nn.Result ret = FileSystem.Commit(save_name);
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if (!ret.IsSuccess())
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{
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UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + ret.GetErrorInfo());
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return false;
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}
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bDirty = false;
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return true;
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}
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// 停止阻止用户退出游戏
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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bDirty = false;
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return true;
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#else
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return false;
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#endif
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@ -162,162 +158,127 @@ public class AxiNSIO
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public bool FileToSaveWithCreate(string filePath, byte[] data, bool immediatelyCommit = true)
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{
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UnityEngine.Debug.Log($"FileToSaveWithCreate: {filePath}");
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lock (commitLock)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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if (!AxiNS.instance.mount.SaveIsMount)
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lock (commitLock)
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{
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
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return false;
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}
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nn.Result result;
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//取出父级目录
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string dirpath = string.Empty;
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//string filePath = "save:/AxibugEmu/Caches/Texture/516322966";
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string mountRoot = null;
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int colonSlashIndex = filePath.IndexOf(":/");
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if (colonSlashIndex > 0)
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mountRoot = filePath.Substring(0, colonSlashIndex + 1); // 例如 "save:"
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int lastSlashIndex = filePath.LastIndexOf('/');
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if (lastSlashIndex >= 0)
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{
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string parent = filePath.Substring(0, lastSlashIndex);
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if (mountRoot != null && !parent.Equals(mountRoot, StringComparison.OrdinalIgnoreCase))
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dirpath = parent;
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}
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if (!string.IsNullOrWhiteSpace(dirpath))
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{
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// 使用封装函数检查和创建父目录
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if (!EnsureParentDirectory(dirpath, true))
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if (!AxiNS.instance.mount.SaveIsMount)
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{
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UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
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UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
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return false;
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}
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}
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//string directoryPath = System.IO.Path.GetDirectoryName(filePath.Replace(save_path, ""));
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//string fullDirectoryPath = $"{save_path}{directoryPath}";
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//UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
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nn.Result result;
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//nn.fs.EntryType entryType = 0;
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//result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
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//if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
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//{
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// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
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// result = nn.fs.Directory.Create(fullDirectoryPath);
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// if (!result.IsSuccess())
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// {
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// UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
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// return false;
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// }
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// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
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//}
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//else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
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//{
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// UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
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// return false;
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//}
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//else if (!result.IsSuccess())
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//{
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// UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
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// return false;
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//}
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//取出父级目录
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string dirpath = string.Empty;
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//string filePath = "save:/AxibugEmu/Caches/Texture/516322966";
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string mountRoot = null;
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int colonSlashIndex = filePath.IndexOf(":/");
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if (colonSlashIndex > 0)
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mountRoot = filePath.Substring(0, colonSlashIndex + 1); // 例如 "save:"
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#if UNITY_SWITCH && !UNITY_EDITOR
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// 阻止用户在保存时,退出游戏
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// Switch 条例 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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if (CheckPathNotFound(filePath))
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{
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UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
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result = nn.fs.File.Create(filePath, data.Length); //this makes a file the size of your save journal. You may want to make a file smaller than this.
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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int lastSlashIndex = filePath.LastIndexOf('/');
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if (lastSlashIndex >= 0)
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{
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UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
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return false;
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string parent = filePath.Substring(0, lastSlashIndex);
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if (mountRoot != null && !parent.Equals(mountRoot, StringComparison.OrdinalIgnoreCase))
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dirpath = parent;
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}
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//读取文件Handle
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result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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}
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else
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{
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//读取文件Handle
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result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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long currsize = 0;
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File.GetSize(ref currsize, fileHandle);
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if (currsize == data.Length)
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if (!string.IsNullOrWhiteSpace(dirpath))
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{
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UnityEngine.Debug.Log($"文件({filePath})存在,长度一致,不用重新创建");
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// 使用封装函数检查和创建父目录
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if (!EnsureParentDirectory(dirpath, true))
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{
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UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
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return false;
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}
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}
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else
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if (CheckPathNotFound(filePath))
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{
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UnityEngine.Debug.Log($"文件({filePath})存在,长度不一致,先删除再重建");
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nn.fs.File.Close(fileHandle);
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//删除
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File.Delete(filePath);
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//重新创建
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result = nn.fs.File.Create(filePath, data.Length);
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UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
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result = nn.fs.File.Create(filePath, data.Length); //this makes a file the size of your save journal. You may want to make a file smaller than this.
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
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return false;
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}
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//重新读取文件Handle
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//读取文件Handle
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result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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}
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else
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{
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//读取文件Handle
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result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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long currsize = 0;
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File.GetSize(ref currsize, fileHandle);
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if (currsize == data.Length)
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{
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UnityEngine.Debug.Log($"文件({filePath})存在,长度一致,不用重新创建");
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}
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else
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{
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UnityEngine.Debug.Log($"文件({filePath})存在,长度不一致,先删除再重建");
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nn.fs.File.Close(fileHandle);
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//删除
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File.Delete(filePath);
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//重新创建
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result = nn.fs.File.Create(filePath, data.Length);
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
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return false;
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}
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//重新读取文件Handle
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result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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}
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}
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// //OpenFileMode.AllowAppend 好像不可用
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// //result = File.Open(ref fileHandle, filePath, OpenFileMode.AllowAppend);
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// result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
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return false;
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}
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UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
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//nn.fs.WriteOption.Flush 应该就是覆盖写入
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result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
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return false;
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}
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UnityEngine.Debug.Log("写入文件成功: " + filePath);
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nn.fs.File.Close(fileHandle);
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if (immediatelyCommit)
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{
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//必须得提交,否则没有真实写入
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return CommitSave();
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}
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else
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{
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SetCommitDirty();
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return true;
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}
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}
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// //OpenFileMode.AllowAppend 好像不可用
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// //result = File.Open(ref fileHandle, filePath, OpenFileMode.AllowAppend);
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// result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
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return false;
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}
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UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
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//nn.fs.WriteOption.Flush 应该就是覆盖写入
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result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
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//result.abortUnlessSuccess();
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if (!result.IsSuccess())
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{
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UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
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return false;
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}
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UnityEngine.Debug.Log("写入文件成功: " + filePath);
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nn.fs.File.Close(fileHandle);
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#if UNITY_SWITCH && !UNITY_EDITOR
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// 停止阻止用户退出游戏
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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#endif
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if (immediatelyCommit)
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{
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//必须得提交,否则没有真实写入
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return CommitSave();
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}
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else
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{
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SetCommitDirty();
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return true;
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}
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#endif
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}
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#endif
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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@ -531,30 +492,19 @@ public class AxiNSIO
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#if !UNITY_SWITCH
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return false;
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#else
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#if UNITY_SWITCH && !UNITY_EDITOR
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// This next line prevents the user from quitting the game while saving.
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// This is required for Nintendo Switch Guideline 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.File.Delete(filename);
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if (result.IsSuccess() == false)
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.File.Delete(filename);
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if (result.IsSuccess() == false)
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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}
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return CommitSave();
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}
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#if UNITY_SWITCH && !UNITY_EDITOR
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// End preventing the user from quitting the game while saving.
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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#endif
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return CommitSave();
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#endif
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}
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public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
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@ -568,28 +518,19 @@ public class AxiNSIO
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#if !UNITY_SWITCH
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return false;
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#else
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#if UNITY_SWITCH && !UNITY_EDITOR
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// This next line prevents the user from quitting the game while saving.
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// This is required for Nintendo Switch Guideline 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.Delete(filename);
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if (result.IsSuccess() == false)
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.Delete(filename);
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if (result.IsSuccess() == false)
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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}
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return CommitSave();
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}
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#if UNITY_SWITCH && !UNITY_EDITOR
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// End preventing the user from quitting the game while saving.
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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#endif
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return CommitSave();
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#endif
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}
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public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
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@ -603,28 +544,19 @@ public class AxiNSIO
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#if !UNITY_SWITCH
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return false;
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#else
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#if UNITY_SWITCH && !UNITY_EDITOR
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// This next line prevents the user from quitting the game while saving.
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// This is required for Nintendo Switch Guideline 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.DeleteRecursively(filename);
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if (result.IsSuccess() == false)
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.DeleteRecursively(filename);
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if (result.IsSuccess() == false)
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{
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UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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}
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return CommitSave();
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}
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#if UNITY_SWITCH && !UNITY_EDITOR
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// End preventing the user from quitting the game while saving.
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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#endif
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return CommitSave();
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#endif
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}
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public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
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@ -644,28 +576,19 @@ public class AxiNSIO
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#if !UNITY_SWITCH
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return false;
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#else
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#if UNITY_SWITCH && !UNITY_EDITOR
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// This next line prevents the user from quitting the game while saving.
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// This is required for Nintendo Switch Guideline 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.DeleteRecursively(filename);
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if (result.IsSuccess() == false)
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using (AxiNSIOKeepingDisposable.Acquire())
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{
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UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.DeleteRecursively(filename);
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if (result.IsSuccess() == false)
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{
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UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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}
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return CommitSave();
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}
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#if UNITY_SWITCH && !UNITY_EDITOR
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// End preventing the user from quitting the game while saving.
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UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
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#endif
|
||||
return CommitSave();
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -679,28 +602,19 @@ public class AxiNSIO
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.CleanRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
using (AxiNSIOKeepingDisposable.Acquire())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.CleanRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
return CommitSave();
|
||||
}
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
return CommitSave();
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -709,30 +623,19 @@ public class AxiNSIO
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(oldpath))
|
||||
return false;
|
||||
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.Rename(oldpath, newpath);
|
||||
if (result.IsSuccess() == false)
|
||||
using (AxiNSIOKeepingDisposable.Acquire())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
if (CheckPathNotFound(oldpath))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.Rename(oldpath, newpath);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
return CommitSave();
|
||||
}
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
return CommitSave();
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -0,0 +1,56 @@
|
||||
#if UNITY_SWITCH
|
||||
using nn.fs;
|
||||
#endif
|
||||
|
||||
using System;
|
||||
|
||||
public class AxiNSIOKeepingDisposable : IDisposable
|
||||
{
|
||||
static object m_CurrLiveHandleLock = new object();
|
||||
static int m_CurrLiveHandleCounter = 0;
|
||||
static bool hadCounter { get { return m_CurrLiveHandleCounter > 0; } }
|
||||
public static AxiNSIOKeepingDisposable Acquire()
|
||||
{
|
||||
return new AxiNSIOKeepingDisposable();
|
||||
}
|
||||
static void UpdateKeepingState(bool add)
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
lock (m_CurrLiveHandleLock)
|
||||
{
|
||||
bool lasthadCounter = hadCounter;
|
||||
if (add)
|
||||
m_CurrLiveHandleCounter++;
|
||||
else
|
||||
m_CurrLiveHandleCounter--;
|
||||
|
||||
if (lasthadCounter == hadCounter)
|
||||
return;
|
||||
|
||||
if (hadCounter)
|
||||
{
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
// 开启:阻止用户在保存时,退出游戏 Switch 条例 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
UnityEngine.Debug.Log("开启:阻止用户在保存时,退出游戏 Switch 条例 0080");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 取消:阻止用户在保存时,退出游戏 Switch 条例 0080
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
UnityEngine.Debug.Log("取消:阻止用户在保存时,退出游戏 Switch 条例 0080");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
private AxiNSIOKeepingDisposable()
|
||||
{
|
||||
UpdateKeepingState(true);
|
||||
}
|
||||
void IDisposable.Dispose()
|
||||
{
|
||||
UpdateKeepingState(false);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8a1c25dc774fb84fa91f4a87be0e507
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -7,7 +7,7 @@ public class AxiNSMono : MonoBehaviour
|
||||
float waittime;
|
||||
float lastinvokeTime;
|
||||
|
||||
public static void SetInvoke(Action _act, int _waitsec)
|
||||
public static void SetInvokeLoop(Action _act, int _waitsec)
|
||||
{
|
||||
GameObject gobj = GameObject.Find($"[{nameof(AxiNSMono)}]");
|
||||
if (gobj == null)
|
||||
|
||||
@ -49,7 +49,7 @@ public class AxiNSWaitHandle
|
||||
static void InitMonoInit()
|
||||
{
|
||||
if (bMonoInit) return;
|
||||
AxiNSMono.SetInvoke(Do,15);
|
||||
AxiNSMono.SetInvokeLoop(Do,15);
|
||||
bMonoInit = true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
Loading…
Reference in New Issue
Block a user