using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using ES3Internal;
#if UNITY_2018_3_OR_NEWER
using UnityEngine.Networking;
#endif

public static class ES3
{
	public enum Location 		{ File, PlayerPrefs, InternalMS, Resources, Cache };
	public enum Directory		{ PersistentDataPath, DataPath }
	public enum EncryptionType 	{ None, AES };
    public enum CompressionType { None, Gzip};
    public enum Format 			{ JSON, Binary_Alpha };
	public enum ReferenceMode	{ ByRef, ByValue, ByRefAndValue};

    #region ES3.Save

    /*// <summary>Saves the value to the default file with the given key.</summary>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    public static void Save(string key, object value)
    {
        Save<object>(key, value, new ES3Settings());
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our value to.</param>
    public static void Save(string key, object value, string filePath)
    {
        Save<object>(key, value, new ES3Settings(filePath));
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our value to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void Save(string key, object value, string filePath, ES3Settings settings)
    {
        Save<object>(key, value, new ES3Settings(filePath, settings));
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void Save(string key, object value, ES3Settings settings)
    {
        using (var writer = ES3Writer.Create(settings))
        {
            writer.Write<object>(key, value);
            writer.Save();
        }
    }*/

    /// <summary>Saves the value to the default file with the given key.</summary>
    /// <param name="T">The type of the data that we want to save.</param>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    public static void Save<T>(string key, T value)
    {
        Save<T>(key, value, new ES3Settings());
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to save.</param>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our value to.</param>
    public static void Save<T>(string key, T value, string filePath)
    {
        Save<T>(key, value, new ES3Settings(filePath));
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to save.</param>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our value to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void Save<T>(string key, T value, string filePath, ES3Settings settings)
    {
        Save<T>(key, value, new ES3Settings(filePath, settings));
    }

    /// <summary>Saves the value to a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to save.</param>
    /// <param name="key">The key we want to use to identify our value in the file.</param>
    /// <param name="value">The value we want to save.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void Save<T>(string key, T value, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
        {
            ES3File.GetOrCreateCachedFile(settings).Save(key, value);
            return;
        }

        using (var writer = ES3Writer.Create(settings))
        {
            writer.Write<T>(key, value);
            writer.Save();
        }
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="bytes">The bytes we want to store.</param>
    public static void SaveRaw(byte[] bytes)
    {
        SaveRaw(bytes, new ES3Settings());
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="bytes">The bytes we want to store.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our bytes to.</param>
    public static void SaveRaw(byte[] bytes, string filePath)
    {
        SaveRaw(bytes, new ES3Settings(filePath));
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="bytes">The bytes we want to store.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our bytes to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void SaveRaw(byte[] bytes, string filePath, ES3Settings settings)
    {
        SaveRaw(bytes, new ES3Settings(filePath, settings));
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="bytes">The bytes we want to store.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void SaveRaw(byte[] bytes, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
        {
            ES3File.GetOrCreateCachedFile(settings).SaveRaw(bytes);
            return;
        }

        using (var stream = ES3Stream.CreateStream(settings, ES3FileMode.Write))
        {
            stream.Write(bytes, 0, bytes.Length);
        }
        ES3IO.CommitBackup(settings);
    }

    /// <summary>Creates or overwrites the default file with the specified raw bytes.</summary>
    /// <param name="str">The string we want to store.</param>
    public static void SaveRaw(string str)
    {
        SaveRaw(str, new ES3Settings());
    }

    /// <summary>Creates or overwrites the default file with the specified raw bytes.</summary>
    /// <param name="str">The string we want to store.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our bytes to.</param>
    public static void SaveRaw(string str, string filePath)
    {
        SaveRaw(str, new ES3Settings(filePath));
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="str">The string we want to store.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to store our bytes to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void SaveRaw(string str, string filePath, ES3Settings settings)
    {
        SaveRaw(str, new ES3Settings(filePath, settings));
    }

    /// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
    /// <param name="str">The string we want to store.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void SaveRaw(string str, ES3Settings settings)
    {
        var bytes = settings.encoding.GetBytes(str);
        SaveRaw(bytes, settings);
    }

    /// <summary>Creates or appends the specified bytes to a file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    public static void AppendRaw(byte[] bytes)
    {
        AppendRaw(bytes, new ES3Settings());
    }

    /// <summary>Creates or appends the specified bytes to a file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to append our bytes to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void AppendRaw(byte[] bytes, string filePath, ES3Settings settings)
    {
        AppendRaw(bytes, new ES3Settings(filePath, settings));
    }

    /// <summary>Creates or appends the specified bytes to a file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void AppendRaw(byte[] bytes, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
        {
            ES3File.GetOrCreateCachedFile(settings).AppendRaw(bytes);
            return;
        }

        ES3Settings newSettings = new ES3Settings(settings.path, settings);
        newSettings.encryptionType = EncryptionType.None;
        newSettings.compressionType = CompressionType.None;

        using (var stream = ES3Stream.CreateStream(newSettings, ES3FileMode.Append))
            stream.Write(bytes, 0, bytes.Length);
    }

    /// <summary>Creates or appends the specified bytes to the default file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    public static void AppendRaw(string str)
    {
        AppendRaw(str, new ES3Settings());
    }

    /// <summary>Creates or appends the specified bytes to a file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    /// <param name="filepath">The relative or absolute path of the file we want to append our bytes to.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void AppendRaw(string str, string filePath, ES3Settings settings)
    {
        AppendRaw(str, new ES3Settings(filePath, settings));
    }

    /// <summary>Creates or appends the specified bytes to a file.</summary>
    /// <param name="bytes">The bytes we want to append.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void AppendRaw(string str, ES3Settings settings)
    {
        var bytes = settings.encoding.GetBytes(str);
        ES3Settings newSettings = new ES3Settings(settings.path, settings);
        newSettings.encryptionType = EncryptionType.None;
        newSettings.compressionType = CompressionType.None;

        if (settings.location == Location.Cache)
        {
            ES3File.GetOrCreateCachedFile(settings).SaveRaw(bytes);
            return;
        }

        using (var stream = ES3Stream.CreateStream(newSettings, ES3FileMode.Append))
            stream.Write(bytes, 0, bytes.Length);
    }

    /// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
    /// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
    /// <param name="filePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
    public static void SaveImage(Texture2D texture, string imagePath)
    {
        SaveImage(texture, new ES3Settings(imagePath));
    }

    /// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
    /// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
    /// <param name="filePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
    public static void SaveImage(Texture2D texture, string imagePath, ES3Settings settings)
    {
        SaveImage(texture, new ES3Settings(imagePath, settings));
    }

    /// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
    /// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void SaveImage(Texture2D texture, ES3Settings settings)
    {
        // Get the file extension to determine what format we want to save the image as.
        string extension = ES3IO.GetExtension(settings.path).ToLower();
        if (string.IsNullOrEmpty(extension))
            throw new System.ArgumentException("File path must have a file extension when using ES3.SaveImage.");
        byte[] bytes;
        if (extension == ".jpg" || extension == ".jpeg")
            bytes = texture.EncodeToJPG();
        else if (extension == ".png")
            bytes = texture.EncodeToPNG();
        else
            throw new System.ArgumentException("File path must have extension of .png, .jpg or .jpeg when using ES3.SaveImage.");

        ES3.SaveRaw(bytes, settings);
    }

    #endregion

    #region ES3.Load<T>

    /* Standard load methods */

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    public static object Load(string key)
    {
        return Load<object>(key, new ES3Settings());
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    public static object Load(string key, string filePath)
    {
        return Load<object>(key, new ES3Settings(filePath));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static object Load(string key, string filePath, ES3Settings settings)
    {
        return Load<object>(key, new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static object Load(string key, ES3Settings settings)
    {
        return Load<object>(key, settings);
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    public static T Load<T>(string key)
    {
        return Load<T>(key, new ES3Settings());
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    public static T Load<T>(string key, string filePath)
    {
        return Load<T>(key, new ES3Settings(filePath));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static T Load<T>(string key, string filePath, ES3Settings settings)
    {
        return Load<T>(key, new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static T Load<T>(string key, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
            return ES3File.GetOrCreateCachedFile(settings).Load<T>(key);

        using (var reader = ES3Reader.Create(settings))
        {
            if (reader == null)
                throw new System.IO.FileNotFoundException("File \"" + settings.FullPath + "\" could not be found.");
            return reader.Read<T>(key);
        }
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
    public static T Load<T>(string key, T defaultValue)
    {
        return Load<T>(key, defaultValue, new ES3Settings());
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
    public static T Load<T>(string key, string filePath, T defaultValue)
    {
        return Load<T>(key, defaultValue, new ES3Settings(filePath));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static T Load<T>(string key, string filePath, T defaultValue, ES3Settings settings)
    {
        return Load<T>(key, defaultValue, new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static T Load<T>(string key, T defaultValue, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
            return ES3File.GetOrCreateCachedFile(settings).Load<T>(key, defaultValue);

        using (var reader = ES3Reader.Create(settings))
        {
            if (reader == null)
                return defaultValue;
            return reader.Read<T>(key, defaultValue);
        }
    }

    /* Self-assigning load methods */

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    public static void LoadInto<T>(string key, object obj)
    {
        LoadInto<object>(key, obj, new ES3Settings());
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    public static void LoadInto(string key, string filePath, object obj)
    {
        LoadInto<object>(key, obj, new ES3Settings(filePath));
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void LoadInto(string key, string filePath, object obj, ES3Settings settings)
    {
        LoadInto<object>(key, obj, new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void LoadInto(string key, object obj, ES3Settings settings)
    {
        LoadInto<object>(key, obj, settings);
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    public static void LoadInto<T>(string key, T obj) where T : class
    {
        LoadInto<T>(key, obj, new ES3Settings());
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    public static void LoadInto<T>(string key, string filePath, T obj) where T : class
    {
        LoadInto<T>(key, obj, new ES3Settings(filePath));
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void LoadInto<T>(string key, string filePath, T obj, ES3Settings settings) where T : class
    {
        LoadInto<T>(key, obj, new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
    /// <param name="T">The type of the data that we want to load.</param>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="obj">The object we want to load the value into.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void LoadInto<T>(string key, T obj, ES3Settings settings) where T : class
    {
        if (settings.location == Location.Cache)
        {
            ES3File.GetOrCreateCachedFile(settings).LoadInto<T>(key, obj);
            return;
        }

        if (settings == null) settings = new ES3Settings();
        using (var reader = ES3Reader.Create(settings))
        {
            if (reader == null)
                throw new System.IO.FileNotFoundException("File \"" + settings.FullPath + "\" could not be found.");
            reader.ReadInto<T>(key, obj);
        }
    }

    /* LoadString method, as this can be difficult with overloads. */

    /// <summary>Loads the value from a file with the given key.</summary>
    /// <param name="key">The key which identifies the value we want to load.</param>
    /// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
    public static string LoadString(string key, string defaultValue, string filePath="")
    {
        return Load<string>(key, defaultValue, new ES3Settings(filePath));
    }

    #endregion

    #region Other ES3.Load Methods

    /// <summary>Loads the default file as a byte array.</summary>
    public static byte[] LoadRawBytes()
    {
        return LoadRawBytes(new ES3Settings());
    }

    /// <summary>Loads a file as a byte array.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
    public static byte[] LoadRawBytes(string filePath)
    {
        return LoadRawBytes(new ES3Settings(filePath));
    }

    /// <summary>Loads a file as a byte array.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static byte[] LoadRawBytes(string filePath, ES3Settings settings)
    {
        return LoadRawBytes(new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the default file as a byte array.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static byte[] LoadRawBytes(ES3Settings settings)
    {
        if (settings.location == Location.Cache)
            return ES3File.GetOrCreateCachedFile(settings).LoadRawBytes();

        using (var stream = ES3Stream.CreateStream(settings, ES3FileMode.Read))
        {
            if (stream.GetType() == typeof(System.IO.Compression.GZipStream))
            {
                var gZipStream = (System.IO.Compression.GZipStream)stream;
                using (var ms = new System.IO.MemoryStream())
                {
                    ES3Stream.CopyTo(gZipStream, ms);
                    return ms.ToArray();
                }
            }
            else
            {
                var bytes = new byte[stream.Length];
                stream.Read(bytes, 0, bytes.Length);
                return bytes;
            }
        }

        /*if(settings.location == Location.File)
			return ES3IO.ReadAllBytes(settings.FullPath);
		else if(settings.location == Location.PlayerPrefs)
			return System.Convert.FromBase64String(PlayerPrefs.GetString(settings.FullPath));
		else if(settings.location == Location.Resources)
		{
			var textAsset = Resources.Load<TextAsset>(settings.FullPath);
			return textAsset.bytes;
		}
		return null;*/
    }

    /// <summary>Loads the default file as a byte array.</summary>
    public static string LoadRawString()
    {
        return LoadRawString(new ES3Settings());
    }

    /// <summary>Loads a file as a byte array.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string LoadRawString(string filePath)
    {
        return LoadRawString(new ES3Settings(filePath));
    }

    /// <summary>Loads a file as a byte array.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string LoadRawString(string filePath, ES3Settings settings)
    {
        return LoadRawString(new ES3Settings(filePath, settings));
    }

    /// <summary>Loads the default file as a byte array.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string LoadRawString(ES3Settings settings)
    {
        var bytes = ES3.LoadRawBytes(settings);
        return settings.encoding.GetString(bytes, 0, bytes.Length);
    }

    /// <summary>Loads a PNG or JPG as a Texture2D.</summary>
    /// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to load as a Texture2D.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static Texture2D LoadImage(string imagePath)
    {
        return LoadImage(new ES3Settings(imagePath));
    }

    /// <summary>Loads a PNG or JPG as a Texture2D.</summary>
    /// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to load as a Texture2D.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static Texture2D LoadImage(string imagePath, ES3Settings settings)
    {
        return LoadImage(new ES3Settings(imagePath, settings));
    }

    /// <summary>Loads a PNG or JPG as a Texture2D.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static Texture2D LoadImage(ES3Settings settings)
    {
        byte[] bytes = ES3.LoadRawBytes(settings);
        return LoadImage(bytes);
    }

    /// <summary>Loads a PNG or JPG as a Texture2D.</summary>
    /// <param name="bytes">The raw bytes of the PNG or JPG.</param>
    public static Texture2D LoadImage(byte[] bytes)
    {
        var texture = new Texture2D(1, 1);
        texture.LoadImage(bytes);
        return texture;
    }

    /// <summary>Loads an audio file as an AudioClip. Note that MP3 files are not supported on standalone platforms and Ogg Vorbis files are not supported on mobile platforms.</summary>
    /// <param name="imagePath">The relative or absolute path of the audio file we want to load as an AudioClip.</param>
    public static AudioClip LoadAudio(string audioFilePath
#if UNITY_2018_3_OR_NEWER
                                            , AudioType audioType
#endif
                                        )
    {
        return LoadAudio(audioFilePath,
#if UNITY_2018_3_OR_NEWER
                            audioType,
#endif
                        new ES3Settings());
    }

    /// <summary>Loads an audio file as an AudioClip. Note that MP3 files are not supported on standalone platforms and Ogg Vorbis files are not supported on mobile platforms.</summary>
    /// <param name="imagePath">The relative or absolute path of the audio file we want to load as an AudioClip.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static AudioClip LoadAudio(string audioFilePath,
#if UNITY_2018_3_OR_NEWER
                                        AudioType audioType,
#endif
                                    ES3Settings settings)
    {
        if (settings.location != Location.File)
            throw new InvalidOperationException("ES3.LoadAudio can only be used with the File save location");

        if (Application.platform == RuntimePlatform.WebGLPlayer)
            throw new InvalidOperationException("You cannot use ES3.LoadAudio with WebGL");

        string extension = ES3IO.GetExtension(audioFilePath).ToLower();

        if (extension == ".mp3" && (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXPlayer))
            throw new System.InvalidOperationException("You can only load Ogg, WAV, XM, IT, MOD or S3M on Unity Standalone");

        if (extension == ".ogg" && (Application.platform == RuntimePlatform.IPhonePlayer
                                    || Application.platform == RuntimePlatform.Android
                                    || Application.platform == RuntimePlatform.WSAPlayerARM))
            throw new System.InvalidOperationException("You can only load MP3, WAV, XM, IT, MOD or S3M on Unity Standalone");

        var newSettings = new ES3Settings(audioFilePath, settings);

#if UNITY_2018_3_OR_NEWER
        using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip("file://" + newSettings.FullPath, audioType))
        {
            www.SendWebRequest();

            while (!www.isDone)
            {
                // Wait for it to load.
            }

            if (www.isNetworkError)
                throw new System.Exception(www.error);
            else
                return DownloadHandlerAudioClip.GetContent(www);
        }
#elif UNITY_2017_1_OR_NEWER
		WWW www = new WWW(newSettings.FullPath);

		while(!www.isDone)
		{
		// Wait for it to load.
		}

		if(!string.IsNullOrEmpty(www.error))
			throw new System.Exception(www.error);
#else
		WWW www = new WWW("file://"+newSettings.FullPath);

		while(!www.isDone)
		{
			// Wait for it to load.
		}

		if(!string.IsNullOrEmpty(www.error))
			throw new System.Exception(www.error);
#endif

#if UNITY_2017_3_OR_NEWER && !UNITY_2018_3_OR_NEWER
		return www.GetAudioClip(true);
#elif UNITY_5_6_OR_NEWER && !UNITY_2018_3_OR_NEWER
		return WWWAudioExtensions.GetAudioClip(www);
#endif
    }

    #endregion

    #region Serialize/Deserialize

    public static byte[] Serialize<T>(T value, ES3Settings settings=null)
    {
        if (settings == null) settings = new ES3Settings();

        using (var stream = new System.IO.MemoryStream())
        {
            using (var baseWriter = ES3Writer.Create(stream, settings, false, false))
                baseWriter.Write(value, ES3TypeMgr.GetOrCreateES3Type(typeof(T)), settings.referenceMode);

            return stream.ToArray();
        }
    }

    public static T Deserialize<T>(byte[] bytes, ES3Settings settings=null)
    {
        return (T)Deserialize(ES3TypeMgr.GetOrCreateES3Type(typeof(T)), bytes, settings);
    }

    internal static object Deserialize(ES3Types.ES3Type type, byte[] bytes, ES3Settings settings = null)
    {
        if (settings == null)
            settings = new ES3Settings();

        using (var ms = new System.IO.MemoryStream(bytes, false))
            using (var reader = ES3Reader.Create(ms, settings, false))
                    return reader.Read<object>(type);
    }

    public static void DeserializeInto<T>(byte[] bytes, T obj, ES3Settings settings = null) where T : class
    {
        DeserializeInto(ES3TypeMgr.GetOrCreateES3Type(typeof(T)), bytes, obj, settings);
    }

    public static void DeserializeInto<T>(ES3Types.ES3Type type, byte[] bytes, T obj, ES3Settings settings = null) where T : class
    {
        if (settings == null)
            settings = new ES3Settings();

        using (var ms = new System.IO.MemoryStream(bytes, false))
            using (var reader = ES3Reader.Create(ms, settings, false))
                reader.ReadInto<T>(obj, type);
    }

    #endregion

    #region Other ES3 Methods

    /// <summary>Deletes the default file.</summary>
    public static void DeleteFile()
    {
        DeleteFile(new ES3Settings());
    }

    /// <summary>Deletes the file at the given path using the default settings.</summary>
    /// <param name="filePath">The relative or absolute path of the file we wish to delete.</param>
    public static void DeleteFile(string filePath)
    {
        DeleteFile(new ES3Settings(filePath));
    }

    /// <summary>Deletes the file at the given path using the settings provided.</summary>
    /// <param name="filePath">The relative or absolute path of the file we wish to delete.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteFile(string filePath, ES3Settings settings)
    {
        DeleteFile(new ES3Settings(filePath, settings));
    }

    /// <summary>Deletes the file specified by the ES3Settings object provided as a parameter.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteFile(ES3Settings settings)
    {
        if (settings.location == Location.File)
            ES3IO.DeleteFile(settings.FullPath);
        else if (settings.location == Location.PlayerPrefs)
            PlayerPrefs.DeleteKey(settings.FullPath);
        else if (settings.location == Location.Cache)
            ES3File.RemoveCachedFile(settings);
        else if (settings.location == Location.Resources)
            throw new System.NotSupportedException("Deleting files from Resources is not supported.");
    }

    /// <summary>Copies a file from one path to another.</summary>
    /// <param name="oldFilePath">The relative or absolute path of the file we want to copy.</param>
    /// <param name="newFilePath">The relative or absolute path of the copy we want to create.</param>
    public static void CopyFile(string oldFilePath, string newFilePath)
    {
        CopyFile(new ES3Settings(oldFilePath), new ES3Settings(newFilePath));
    }

    /// <summary>Copies a file from one location to another, using the ES3Settings provided to override any default settings.</summary>
    /// <param name="oldFilePath">The relative or absolute path of the file we want to copy.</param>
    /// <param name="newFilePath">The relative or absolute path of the copy we want to create.</param>
    /// <param name="oldSettings">The settings we want to use when copying the old file.</param>
    /// <param name="newSettings">The settings we want to use when creating the new file.</param>
    public static void CopyFile(string oldFilePath, string newFilePath, ES3Settings oldSettings, ES3Settings newSettings)
    {
        CopyFile(new ES3Settings(oldFilePath, oldSettings), new ES3Settings(newFilePath, newSettings));
    }

    /// <summary>Copies a file from one location to another, using the ES3Settings provided to determine the locations.</summary>
    /// <param name="oldSettings">The settings we want to use when copying the old file.</param>
    /// <param name="newSettings">The settings we want to use when creating the new file.</param>
    public static void CopyFile(ES3Settings oldSettings, ES3Settings newSettings)
    {
        if (oldSettings.location != newSettings.location)
            throw new InvalidOperationException("Cannot copy file from " + oldSettings.location + " to " + newSettings.location + ". Location must be the same for both source and destination.");

        if (oldSettings.location == Location.File)
        {
            if (ES3IO.FileExists(oldSettings.FullPath))
            {
                ES3IO.DeleteFile(newSettings.FullPath);
                ES3IO.CopyFile(oldSettings.FullPath, newSettings.FullPath);
            }
        }
        else if (oldSettings.location == Location.PlayerPrefs)
        {
            SafePlayerPrefs.SetString(newSettings.FullPath, PlayerPrefs.GetString(oldSettings.FullPath));
        }
        else if (oldSettings.location == Location.Cache)
        {
            ES3File.CopyCachedFile(oldSettings, newSettings);
        }
        else if (oldSettings.location == Location.Resources)
            throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldFilePath">The relative or absolute path of the file we want to rename.</param>
    /// <param name="newFilePath">The relative or absolute path we want to rename the file to.</param>
    public static void RenameFile(string oldFilePath, string newFilePath)
    {
        RenameFile(new ES3Settings(oldFilePath), new ES3Settings(newFilePath));
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldFilePath">The relative or absolute path of the file we want to rename.</param>
    /// <param name="newFilePath">The relative or absolute path we want to rename the file to.</param>
    /// <param name="oldSettings">The settings for the file we want to rename.</param>
    /// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
    public static void RenameFile(string oldFilePath, string newFilePath, ES3Settings oldSettings, ES3Settings newSettings)
    {
        RenameFile(new ES3Settings(oldFilePath, oldSettings), new ES3Settings(newFilePath, newSettings));
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldSettings">The settings for the file we want to rename.</param>
    /// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
    public static void RenameFile(ES3Settings oldSettings, ES3Settings newSettings)
    {
        if (oldSettings.location != newSettings.location)
            throw new InvalidOperationException("Cannot rename file in " + oldSettings.location + " to " + newSettings.location + ". Location must be the same for both source and destination.");

        if (oldSettings.location == Location.File)
        {
            if (ES3IO.FileExists(oldSettings.FullPath))
            {
                ES3IO.DeleteFile(newSettings.FullPath);
                ES3IO.MoveFile(oldSettings.FullPath, newSettings.FullPath);
            }
        }
        else if (oldSettings.location == Location.PlayerPrefs)
        {
            SafePlayerPrefs.SetString(newSettings.FullPath, PlayerPrefs.GetString(oldSettings.FullPath));
            PlayerPrefs.DeleteKey(oldSettings.FullPath);
        }
        else if (oldSettings.location == Location.Cache)
        {
            ES3File.CopyCachedFile(oldSettings, newSettings);
            ES3File.RemoveCachedFile(oldSettings);
        }
        else if (oldSettings.location == Location.Resources)
            throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
    }

    /// <summary>Copies a file from one path to another.</summary>
    /// <param name="oldDirectoryPath">The relative or absolute path of the directory we want to copy.</param>
    /// <param name="newDirectoryPath">The relative or absolute path of the copy we want to create.</param>
    public static void CopyDirectory(string oldDirectoryPath, string newDirectoryPath)
    {
        CopyDirectory(new ES3Settings(oldDirectoryPath), new ES3Settings(newDirectoryPath));
    }

    /// <summary>Copies a file from one location to another, using the ES3Settings provided to override any default settings.</summary>
    /// <param name="oldDirectoryPath">The relative or absolute path of the directory we want to copy.</param>
    /// <param name="newDirectoryPath">The relative or absolute path of the copy we want to create.</param>
    /// <param name="oldSettings">The settings we want to use when copying the old directory.</param>
    /// <param name="newSettings">The settings we want to use when creating the new directory.</param>
    public static void CopyDirectory(string oldDirectoryPath, string newDirectoryPath, ES3Settings oldSettings, ES3Settings newSettings)
    {
        CopyDirectory(new ES3Settings(oldDirectoryPath, oldSettings), new ES3Settings(newDirectoryPath, newSettings));
    }

    /// <summary>Copies a file from one location to another, using the ES3Settings provided to determine the locations.</summary>
    /// <param name="oldSettings">The settings we want to use when copying the old file.</param>
    /// <param name="newSettings">The settings we want to use when creating the new file.</param>
    public static void CopyDirectory(ES3Settings oldSettings, ES3Settings newSettings)
    {
        if (oldSettings.location != Location.File)
            throw new InvalidOperationException("ES3.CopyDirectory can only be used when the save location is 'File'");

        if (!DirectoryExists(oldSettings))
            throw new System.IO.DirectoryNotFoundException("Directory " + oldSettings.FullPath + " not found");

        if (!DirectoryExists(newSettings))
            ES3IO.CreateDirectory(newSettings.FullPath);

        foreach (var fileName in ES3.GetFiles(oldSettings))
            CopyFile(ES3IO.CombinePathAndFilename(oldSettings.path, fileName),
                        ES3IO.CombinePathAndFilename(newSettings.path, fileName));

        foreach (var directoryName in GetDirectories(oldSettings))
            CopyDirectory(ES3IO.CombinePathAndFilename(oldSettings.path, directoryName),
                            ES3IO.CombinePathAndFilename(newSettings.path, directoryName));
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldDirectoryPath">The relative or absolute path of the file we want to rename.</param>
    /// <param name="newDirectoryPath">The relative or absolute path we want to rename the file to.</param>
    public static void RenameDirectory(string oldDirectoryPath, string newDirectoryPath)
    {
        RenameDirectory(new ES3Settings(oldDirectoryPath), new ES3Settings(newDirectoryPath));
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldDirectoryPath">The relative or absolute path of the file we want to rename.</param>
    /// <param name="newDirectoryPath">The relative or absolute path we want to rename the file to.</param>
    /// <param name="oldSettings">The settings for the file we want to rename.</param>
    /// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
    public static void RenameDirectory(string oldDirectoryPath, string newDirectoryPath, ES3Settings oldSettings, ES3Settings newSettings)
    {
        RenameDirectory(new ES3Settings(oldDirectoryPath, oldSettings), new ES3Settings(newDirectoryPath, newSettings));
    }

    /// <summary>Renames a file.</summary>
    /// <param name="oldSettings">The settings for the file we want to rename.</param>
    /// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
    public static void RenameDirectory(ES3Settings oldSettings, ES3Settings newSettings)
    {
        if (oldSettings.location == Location.File)
        {
            if (ES3IO.DirectoryExists(oldSettings.FullPath))
            {
                ES3IO.DeleteDirectory(newSettings.FullPath);
                ES3IO.MoveDirectory(oldSettings.FullPath, newSettings.FullPath);
            }
        }
        else if (oldSettings.location == Location.PlayerPrefs || oldSettings.location == Location.Cache)
            throw new System.NotSupportedException("Directories cannot be renamed when saving to Cache, PlayerPrefs, tvOS or using WebGL.");
        else if (oldSettings.location == Location.Resources)
            throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
    }

    /// <summary>Deletes the directory at the given path using the settings provided.</summary>
    /// <param name="directoryPath">The relative or absolute path of the folder we wish to delete.</param>
    public static void DeleteDirectory(string directoryPath)
    {
        DeleteDirectory(new ES3Settings(directoryPath));
    }

    /// <summary>Deletes the directory at the given path using the settings provided.</summary>
    /// <param name="directoryPath">The relative or absolute path of the folder we wish to delete.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteDirectory(string directoryPath, ES3Settings settings)
    {
        DeleteDirectory(new ES3Settings(directoryPath, settings));
    }

    /// <summary>Deletes the directory at the given path using the settings provided.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteDirectory(ES3Settings settings)
    {
        if (settings.location == Location.File)
            ES3IO.DeleteDirectory(settings.FullPath);
        else if (settings.location == Location.PlayerPrefs || settings.location == Location.Cache)
            throw new System.NotSupportedException("Deleting Directories using Cache or PlayerPrefs is not supported.");
        else if (settings.location == Location.Resources)
            throw new System.NotSupportedException("Deleting directories from Resources is not allowed.");
    }

    /// <summary>Deletes a key in the default file.</summary>
    /// <param name="key">The key we want to delete.</param>
    public static void DeleteKey(string key)
    {
        DeleteKey(key, new ES3Settings());
    }

    public static void DeleteKey(string key, string filePath)
    {
        DeleteKey(key, new ES3Settings(filePath));
    }

    /// <summary>Deletes a key in the file specified.</summary>
    /// <param name="key">The key we want to delete.</param>
    /// <param name="key">The relative or absolute path of the file we want to delete the key from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteKey(string key, string filePath, ES3Settings settings)
    {
        DeleteKey(key, new ES3Settings(filePath, settings));
    }

    /// <summary>Deletes a key in the file specified by the ES3Settings object.</summary>
    /// <param name="key">The key we want to delete.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void DeleteKey(string key, ES3Settings settings)
    {
        if (settings.location == Location.Resources)
            throw new System.NotSupportedException("Modifying files in Resources is not allowed.");
        else if (settings.location == Location.Cache)
            ES3File.DeleteKey(key, settings);
        else if (ES3.FileExists(settings))
        {
            using (var writer = ES3Writer.Create(settings))
            {
                writer.MarkKeyForDeletion(key);
                writer.Save();
            }
        }
    }

    /// <summary>Checks whether a key exists in the default file.</summary>
    /// <param name="key">The key we want to check the existence of.</param>
    /// <returns>True if the key exists, otherwise False.</returns>
    public static bool KeyExists(string key)
    {
        return KeyExists(key, new ES3Settings());
    }

    /// <summary>Checks whether a key exists in the specified file.</summary>
    /// <param name="key">The key we want to check the existence of.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to search.</param>
    /// <returns>True if the key exists, otherwise False.</returns>
    public static bool KeyExists(string key, string filePath)
    {
        return KeyExists(key, new ES3Settings(filePath));
    }

    /// <summary>Checks whether a key exists in the default file.</summary>
    /// <param name="key">The key we want to check the existence of.</param>
    /// <param name="filePath">The relative or absolute path of the file we want to search.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the key exists, otherwise False.</returns>
    public static bool KeyExists(string key, string filePath, ES3Settings settings)
    {
        return KeyExists(key, new ES3Settings(filePath, settings));
    }

    /// <summary>Checks whether a key exists in a file.</summary>
    /// <param name="key">The key we want to check the existence of.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the file exists, otherwise False.</returns>
    public static bool KeyExists(string key, ES3Settings settings)
    {
        if (settings.location == Location.Cache)
            return ES3File.KeyExists(key, settings);

        using (var reader = ES3Reader.Create(settings))
        {
            if (reader == null)
                return false;
            return reader.Goto(key);
        }
    }

    /// <summary>Checks whether the default file exists.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
    /// <returns>True if the file exists, otherwise False.</returns>
    public static bool FileExists()
    {
        return FileExists(new ES3Settings());
    }

    /// <summary>Checks whether a file exists.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
    /// <returns>True if the file exists, otherwise False.</returns>
    public static bool FileExists(string filePath)
    {
        return FileExists(new ES3Settings(filePath));
    }

    /// <summary>Checks whether a file exists.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the file exists, otherwise False.</returns>
    public static bool FileExists(string filePath, ES3Settings settings)
    {
        return FileExists(new ES3Settings(filePath, settings));
    }

    /// <summary>Checks whether a file exists.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the file exists, otherwise False.</returns>
    public static bool FileExists(ES3Settings settings)
    {
        if (settings.location == Location.File)
            return ES3IO.FileExists(settings.FullPath);
        else if (settings.location == Location.PlayerPrefs)
            return PlayerPrefs.HasKey(settings.FullPath);
        else if (settings.location == Location.Cache)
            return ES3File.FileExists(settings);
        else if (settings.location == Location.Resources)
            return Resources.Load(settings.FullPath) != null;
        return false;
    }

    /// <summary>Checks whether a folder exists.</summary>
    /// <param name="folderPath">The relative or absolute path of the folder we want to check the existence of.</param>
    /// <returns>True if the folder exists, otherwise False.</returns>
    public static bool DirectoryExists(string folderPath)
    {
        return DirectoryExists(new ES3Settings(folderPath));
    }

    /// <summary>Checks whether a file exists.</summary>
    /// <param name="folderPath">The relative or absolute path of the folder we want to check the existence of.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the folder exists, otherwise False.</returns>

    public static bool DirectoryExists(string folderPath, ES3Settings settings)
    {
        return DirectoryExists(new ES3Settings(folderPath, settings));
    }

    /// <summary>Checks whether a folder exists.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if the folder exists, otherwise False.</returns>
    public static bool DirectoryExists(ES3Settings settings)
    {
        if (settings.location == Location.File)
            return ES3IO.DirectoryExists(settings.FullPath);
        else if (settings.location == Location.PlayerPrefs || settings.location == Location.Cache)
            throw new System.NotSupportedException("Directories are not supported for the Cache and PlayerPrefs location.");
        else if (settings.location == Location.Resources)
            throw new System.NotSupportedException("Checking existence of folder in Resources not supported.");
        return false;
    }

    /// <summary>Gets an array of all of the key names in the default file.</summary>
    public static string[] GetKeys()
    {
        return GetKeys(new ES3Settings());
    }

    /// <summary>Gets an array of all of the key names in a file.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to get the key names from.</param>
    public static string[] GetKeys(string filePath)
    {
        return GetKeys(new ES3Settings(filePath));
    }

    /// <summary>Gets an array of all of the key names in a file.</summary>
    /// <param name="filePath">The relative or absolute path of the file we want to get the key names from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetKeys(string filePath, ES3Settings settings)
    {
        return GetKeys(new ES3Settings(filePath, settings));
    }

    /// <summary>Gets an array of all of the key names in a file.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetKeys(ES3Settings settings)
    {

        if (settings.location == Location.Cache)
            return ES3File.GetKeys(settings);

        var keys = new List<string>();
        using (var reader = ES3Reader.Create(settings))
        {
            foreach (string key in reader.Properties)
            {
                keys.Add(key);
                reader.Skip();
            }
        }
        return keys.ToArray();
    }

    /// <summary>Gets an array of all of the file names in a directory.</summary>
    public static string[] GetFiles()
    {
        return GetFiles(new ES3Settings());
    }

    /// <summary>Gets an array of all of the file names in a directory.</summary>
    /// <param name="directoryPath">The relative or absolute path of the directory we want to get the file names from.</param>
    public static string[] GetFiles(string directoryPath)
    {
        return GetFiles(new ES3Settings(directoryPath));
    }

    /// <summary>Gets an array of all of the file names in a directory.</summary>
    /// <param name="directoryPath">The relative or absolute path of the directory we want to get the file names from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetFiles(string directoryPath, ES3Settings settings)
    {
        return GetFiles(new ES3Settings(directoryPath, settings));
    }

    /// <summary>Gets an array of all of the file names in a directory.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetFiles(ES3Settings settings)
    {
        if (settings.location == Location.Cache)
            return ES3File.GetFiles();
        else if (settings.location != ES3.Location.File)
            throw new System.NotSupportedException("ES3.GetFiles can only be used when the location is set to File or Cache.");
        return ES3IO.GetFiles(settings.FullPath, false);
    }

    /// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
    public static string[] GetDirectories()
    {
        return GetDirectories(new ES3Settings());
    }

    /// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
    /// <param name="directoryPath">The relative or absolute path of the directory we want to get the sub-directory names from.</param>
    public static string[] GetDirectories(string directoryPath)
    {
        return GetDirectories(new ES3Settings(directoryPath));
    }

    /// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
    /// <param name="directoryPath">The relative or absolute path of the directory we want to get the sub-directory names from.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetDirectories(string directoryPath, ES3Settings settings)
    {
        return GetDirectories(new ES3Settings(directoryPath, settings));
    }

    /// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static string[] GetDirectories(ES3Settings settings)
    {
        if (settings.location != ES3.Location.File)
            throw new System.NotSupportedException("ES3.GetDirectories can only be used when the location is set to File.");
        return ES3IO.GetDirectories(settings.FullPath, false);
    }

    /// <summary>Creates a backup of the default file .</summary>
    /// <remarks>A backup is created by copying the file and giving it a .bak extension. 
    /// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
    public static void CreateBackup()
    {
        CreateBackup(new ES3Settings());
    }

    /// <summary>Creates a backup of a file.</summary>
    /// <remarks>A backup is created by copying the file and giving it a .bak extension. 
    /// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
    /// <param name="filePath">The relative or absolute path of the file we wish to create a backup of.</param>
    public static void CreateBackup(string filePath)
    {
        CreateBackup(new ES3Settings(filePath));
    }

    /// <summary>Creates a backup of a file.</summary>
    /// <remarks>A backup is created by copying the file and giving it a .bak extension. 
    /// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
    /// <param name="filePath">The relative or absolute path of the file we wish to create a backup of.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void CreateBackup(string filePath, ES3Settings settings)
    {
        CreateBackup(new ES3Settings(filePath, settings));
    }

    /// <summary>Creates a backup of a file.</summary>
    /// <remarks>A backup is created by copying the file and giving it a .bak extension. 
    /// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    public static void CreateBackup(ES3Settings settings)
    {
        var backupSettings = new ES3Settings(settings.path + ES3IO.backupFileSuffix, settings);
        ES3.CopyFile(settings, backupSettings);
    }

    /// <summary>Restores a backup of a file.</summary>
    /// <param name="filePath">The relative or absolute path of the file we wish to restore the backup of.</param>
    /// <returns>True if a backup was restored, or False if no backup could be found.</returns>
    public static bool RestoreBackup(string filePath)
    {
        return RestoreBackup(new ES3Settings(filePath));
    }

    /// <summary>Restores a backup of a file.</summary>
    /// <param name="filePath">The relative or absolute path of the file we wish to restore the backup of.</param>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if a backup was restored, or False if no backup could be found.</returns>
    public static bool RestoreBackup(string filePath, ES3Settings settings)
    {
        return RestoreBackup(new ES3Settings(filePath, settings));
    }

    /// <summary>Restores a backup of a file.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>True if a backup was restored, or False if no backup could be found.</returns>
    public static bool RestoreBackup(ES3Settings settings)
    {
        var backupSettings = new ES3Settings(settings.path + ES3IO.backupFileSuffix, settings);

        if (!FileExists(backupSettings))
            return false;

        ES3.RenameFile(backupSettings, settings);

        return true;
    }

    public static DateTime GetTimestamp()
    {
        return GetTimestamp(new ES3Settings());
    }

    public static DateTime GetTimestamp(string filePath)
    {
        return GetTimestamp(new ES3Settings(filePath));
    }

    public static DateTime GetTimestamp(string filePath, ES3Settings settings)
    {
        return GetTimestamp(new ES3Settings(filePath, settings));
    }

    /// <summary>Gets the date and time the file was last updated, in the UTC timezone.</summary>
    /// <param name="settings">The settings we want to use to override the default settings.</param>
    /// <returns>A DateTime object represeting the UTC date and time the file was last updated.</returns>
    public static DateTime GetTimestamp(ES3Settings settings)
    {
        if (settings.location == Location.File)
            return ES3IO.GetTimestamp(settings.FullPath);
        else if (settings.location == Location.PlayerPrefs)
            return new DateTime(long.Parse(PlayerPrefs.GetString("timestamp_" + settings.FullPath, "0")), DateTimeKind.Utc);
        else if (settings.location == Location.Cache)
            return ES3File.GetTimestamp(settings);
        else
            return new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc);
    }

    /// <summary>Stores the default cached file to persistent storage.</summary>
	/// <remarks>A backup is created by copying the file and giving it a .bak extension. 
	/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
	public static void StoreCachedFile()
    {
        ES3File.Store();
    }

    /// <summary>Stores a cached file to persistent storage.</summary>
    /// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
    public static void StoreCachedFile(string filePath)
    {
        StoreCachedFile(new ES3Settings(filePath));
    }

    /// <summary>Creates a backup of a file.</summary>
    /// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
    /// <param name="settings">The settings of the file we want to store to.</param>
    public static void StoreCachedFile(string filePath, ES3Settings settings)
    {
        StoreCachedFile(new ES3Settings(filePath, settings));
    }

    /// <summary>Stores a cached file to persistent storage.</summary>
    /// <param name="settings">The settings of the file we want to store to.</param>
    public static void StoreCachedFile(ES3Settings settings)
    {
        ES3File.Store(settings);
    }

    /// <summary>Stores the default cached file to persistent storage.</summary>
	/// <remarks>A backup is created by copying the file and giving it a .bak extension. 
	/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
	public static void CacheFile()
    {
        CacheFile(new ES3Settings());
    }

    /// <summary>Stores a cached file to persistent storage.</summary>
    /// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
    public static void CacheFile(string filePath)
    {
        CacheFile(new ES3Settings(filePath));
    }

    /// <summary>Creates a backup of a file.</summary>
    /// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
    /// <param name="settings">The settings of the file we want to store to.</param>
    public static void CacheFile(string filePath, ES3Settings settings)
    {
        CacheFile(new ES3Settings(filePath, settings));
    }

    /// <summary>Stores a cached file to persistent storage.</summary>
    /// <param name="settings">The settings of the file we want to store to.</param>
    public static void CacheFile(ES3Settings settings)
    {
        ES3File.CacheFile(settings);
    }

    /// <summary>Initialises Easy Save. This happens automatically when any ES3 methods are called, but is useful if you want to perform initialisation before calling an ES3 method.</summary>
    public static void Init()
    {
        var settings = ES3Settings.defaultSettings;
        ES3TypeMgr.Init();
    }

    #endregion
}