155 lines
4.2 KiB
C#
155 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace TEngine
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{
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/// <summary>
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/// 强制更新类型。
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/// </summary>
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public enum UpdateStyle
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{
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/// <summary>
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/// 强制更新(不更新无法进入游戏。)
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/// </summary>
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Force = 1,
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/// <summary>
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/// 非强制(不更新可以进入游戏。)
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/// </summary>
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Optional = 2,
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}
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/// <summary>
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/// 是否提示更新。
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/// </summary>
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public enum UpdateNotice
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{
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/// <summary>
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/// 更新存在提示。
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/// </summary>
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Notice = 1,
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/// <summary>
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/// 更新非提示。
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/// </summary>
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NoNotice = 2,
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}
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[CreateAssetMenu(menuName = "TEngine/UpdateSetting", fileName = "UpdateSetting")]
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public class UpdateSetting : ScriptableObject
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{
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/// <summary>
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/// 项目名称。
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/// </summary>
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[SerializeField]
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private string projectName = "Demo";
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public bool Enable
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{
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get
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{
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#if ENABLE_HYBRIDCLR
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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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}
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}
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[Header("Auto sync with [HybridCLRGlobalSettings]")]
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public List<string> HotUpdateAssemblies = new List<string>() {"GameProto.dll", "GameLogic.dll" };
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[Header("Need manual setting!")]
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public List<string> AOTMetaAssemblies = new List<string>() { "mscorlib.dll", "System.dll", "System.Core.dll", "TEngine.Runtime.dll" ,"UniTask.dll", "YooAsset.dll"};
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/// <summary>
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/// Dll of main business logic assembly
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/// </summary>
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public string LogicMainDllName = "GameLogic.dll";
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/// <summary>
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/// 程序集文本资产打包Asset后缀名
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/// </summary>
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public string AssemblyTextAssetExtension = ".bytes";
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/// <summary>
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/// 程序集文本资产资源目录
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/// </summary>
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public string AssemblyTextAssetPath = "AssetRaw/DLL";
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[Header("更新设置")]
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public UpdateStyle UpdateStyle = UpdateStyle.Force;
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public UpdateNotice UpdateNotice = UpdateNotice.Notice;
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/// <summary>
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/// 资源服务器地址。
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/// </summary>
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[SerializeField]
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private string ResDownLoadPath = "http://127.0.0.1:8081";
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/// <summary>
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/// 资源服务备用地址。
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/// </summary>
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[SerializeField]
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private string FallbackResDownLoadPath = "http://127.0.0.1:8082";
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/// <summary>
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/// 获取资源下载路径。
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/// </summary>
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public string GetResDownLoadPath()
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{
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return Path.Combine(ResDownLoadPath, projectName, GetPlatformName()).Replace("\\", "/");
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}
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/// <summary>
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/// 获取备用资源下载路径。
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/// </summary>
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public string GetFallbackResDownLoadPath()
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{
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return Path.Combine(FallbackResDownLoadPath, projectName, GetPlatformName()).Replace("\\", "/");
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}
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/// <summary>
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/// 获取当前的平台名称。
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/// </summary>
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/// <returns>平台名称。</returns>
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public static string GetPlatformName()
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{
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#if UNITY_ANDROID
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return "Android";
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#elif UNITY_IOS
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return "IOS";
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#elif UNITY_WEBGL
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return "WebGL";
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#else
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switch (Application.platform)
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{
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case RuntimePlatform.WindowsEditor:
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return "Windows64";
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case RuntimePlatform.WindowsPlayer:
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return "Windows64";
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case RuntimePlatform.OSXEditor:
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case RuntimePlatform.OSXPlayer:
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return "MacOS";
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case RuntimePlatform.IPhonePlayer:
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return "IOS";
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case RuntimePlatform.Android:
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return "Android";
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case RuntimePlatform.WebGLPlayer:
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return "WebGL";
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case RuntimePlatform.PS5:
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return "PS5";
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default:
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throw new NotSupportedException($"Platform '{Application.platform.ToString()}' is not supported.");
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}
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#endif
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}
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}
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} |