using System; using System.Collections; using System.Collections.Generic; using BITKit; using UnityEngine; namespace BITFALL.Industry { [Serializable] [CustomType(typeof(IDataStorage))] public struct GameDataStorage:IDataStorage,IProperty { [SerializeField] private bool readOnly; [SerializeField] private string data; [SerializeField] private bool encrypted; [SerializeField] private string key; public bool ReadOnly { get => readOnly; set => readOnly = value; } public string Data { get => data; set => data = value; } public bool Encrypted { get => encrypted; set => encrypted = value; } public bool TryDecrypt(string key) { if (string.Equals(this.key, key) is false) return false; encrypted = false; return true; } public string Key { get => key; set => key = value; } public override string ToString() { return Encrypted ? "数据已被加密" : data; } } }