Files
Project-AS/Assets/_MAIN/Scripts/Core/VariableManager.cs

74 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class VariableManager
{
private static VariableManager _instance;
public static VariableManager Instance => _instance ??= new VariableManager();
private Dictionary<string, object> _variables = new();
public void SetVariable(string name, string value)
{
// Try to parse as int or float, otherwise string
if (int.TryParse(value, out int intVal))
_variables[name] = intVal;
else if (float.TryParse(value, out float floatVal))
_variables[name] = floatVal;
else
_variables[name] = value;
Debug.Log($"VariableManager :: Set {name} = {_variables[name]} ({_variables[name].GetType()})");
}
public object GetVariable(string name)
{
return _variables.ContainsKey(name) ? _variables[name] : null;
}
public void AddVariable(string name, string valueStr)
{
if (!_variables.ContainsKey(name))
{
SetVariable(name, valueStr);
return;
}
object current = _variables[name];
if (current is int currentInt && int.TryParse(valueStr, out int addInt))
{
_variables[name] = currentInt + addInt;
}
else if (current is float currentFloat && float.TryParse(valueStr, out float addFloat))
{
_variables[name] = currentFloat + addFloat;
}
else if (current is string currentStr)
{
_variables[name] = currentStr + valueStr;
}
else
{
Debug.LogWarning($"VariableManager :: Cannot add {valueStr} to {name} (Type: {current.GetType()})");
}
Debug.Log($"VariableManager :: Add {name} += {valueStr} -> {_variables[name]}");
}
public string ReplaceVariables(string text)
{
if (string.IsNullOrEmpty(text) || !text.Contains("{")) return text;
foreach (var kvp in _variables)
{
text = text.Replace($"{{{kvp.Key}}}", kvp.Value.ToString());
}
return text;
}
}