update space shooter
parent
8c10b703bb
commit
04319f37cd
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@ -3,15 +3,20 @@ using System.Collections.Generic;
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using UnityEngine;
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using YooAsset;
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public class StreamingAssetsDefine
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{
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public const string RootFolderName = "yoo";
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}
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/// <summary>
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/// 内置文件查询服务类
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/// </summary>
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public class GameQueryServices : IQueryServices
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{
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public bool QueryStreamingAssets(string fileName)
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public bool QueryStreamingAssets(string packageName, string fileName)
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{
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// 注意:fileName包含文件格式
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return StreamingAssetsHelper.FileExists(fileName);
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return StreamingAssetsHelper.FileExists(packageName, fileName);
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}
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}
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@ -22,9 +27,10 @@ public class GameQueryServices : IQueryServices
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public sealed class StreamingAssetsHelper
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{
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public static void Init() { }
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public static bool FileExists(string fileName)
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public static bool FileExists(string packageName, string fileName)
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{
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return File.Exists(Path.Combine(Application.streamingAssetsPath, "BuildinFiles", fileName));
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string filePath = Path.Combine(Application.streamingAssetsPath, StreamingAssetsDefine.RootFolderName, packageName, fileName);
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return File.Exists(filePath);
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}
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}
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#else
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@ -55,7 +61,7 @@ public sealed class StreamingAssetsHelper
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/// <summary>
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/// 内置文件查询方法
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/// </summary>
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public static bool FileExists(string fileName)
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public static bool FileExists(string packageName, string fileName)
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{
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if (_isInit == false)
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Init();
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@ -77,9 +83,9 @@ internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
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{
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var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
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string folderPath = $"{Application.dataPath}/StreamingAssets/BuildinFiles";
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string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
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DirectoryInfo root = new DirectoryInfo(folderPath);
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FileInfo[] files = root.GetFiles();
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FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
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foreach (var fileInfo in files)
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{
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if (fileInfo.Extension == ".meta")
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@ -97,7 +103,7 @@ internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
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UnityEditor.AssetDatabase.CreateAsset(manifest, saveFilePath);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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Debug.Log($"内置资源清单保存成功 : {saveFilePath}");
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Debug.Log($"一共{manifest.BuildinFiles.Count}个内置文件,内置资源清单保存成功 : {saveFilePath}");
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}
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}
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#endif
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@ -6,15 +6,19 @@ using UnityEngine;
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using YooAsset;
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/*
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public class StreamingAssetsDefine
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{
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public const string RootFolderName = "yoo";
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}
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/// <summary>
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/// 内置文件查询服务类
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/// </summary>
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public class GameQueryServices : IQueryServices
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{
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public bool QueryStreamingAssets(string fileName)
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public bool QueryStreamingAssets(string packageName, string fileName)
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{
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string buildinFolderName = YooAssets.GetStreamingAssetBuildinFolderName();
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return StreamingAssetsHelper.FileExists($"{buildinFolderName}/{fileName}");
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return StreamingAssetsHelper.FileExists($"{StreamingAssetsDefine.RootFolderName}/{packageName}/{fileName}");
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}
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}
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