diff --git a/Docs/AssetBundleBuilder.md b/Docs/AssetBundleBuilder.md
index b13ab8f..868bcac 100644
--- a/Docs/AssetBundleBuilder.md
+++ b/Docs/AssetBundleBuilder.md
@@ -28,9 +28,13 @@
(4) 模拟构建模式:在编辑器下配合EditorSimulateMode运行模式,来模拟真实运行的环境。
+- **Build Version**
+
+ 构建的资源包版本。
+
- **Build Package**
- 需要构建的资源包名称。
+ 构建的资源包名称。
- **Encryption**
@@ -70,38 +74,6 @@
点击构建按钮会开始构建流程,构建流程分为多个节点顺序执行,如果某个节点发生错误,会导致构建失败。错误信息可以在控制台查看。
-### 资源包加密
-
-编写继承IEncryptionServices接口的加密类。注意:加密类文件需要放置在Editor文件夹里。
-
-````C#
-using System;
-using YooAsset.Editor;
-
-public class GameEncryption : IEncryptionServices
-{
- ///
- /// 检测资源包是否需要加密
- ///
- bool IEncryptionServices.Check(string bundleName)
- {
- // 对配置表相关的资源包进行加密
- return bundleName.Contains("assets/config/");
- }
-
- ///
- /// 对数据进行加密,并返回加密后的数据
- ///
- byte[] IEncryptionServices.Encrypt(byte[] fileData)
- {
- int offset = 32;
- var temper = new byte[fileData.Length + offset];
- Buffer.BlockCopy(fileData, 0, temper, offset, fileData.Length);
- return temper;
- }
-}
-````
-
### 补丁包
构建成功后会在输出目录下找到补丁包文件夹,该文件夹名称为本次构建时指定的资源版本号。
@@ -141,7 +113,6 @@ private static void BuildInternal(BuildTarget buildTarget)
buildParameters.PackageName = "DefaultPackage";
buildParameters.PackageVersion = "1.0.0";
buildParameters.VerifyBuildingResult = true;
- buildParameters.EncryptionServices = new GameEncryption();
buildParameters.CompressOption = ECompressOption.LZ4;
buildParameters.OutputNameStyle = EOutputNameStyle.HashName_Extension;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.None;
diff --git a/Docs/CodeTutorial2.md b/Docs/CodeTutorial2.md
index 0e8b23c..0233d2b 100644
--- a/Docs/CodeTutorial2.md
+++ b/Docs/CodeTutorial2.md
@@ -126,24 +126,15 @@ private IEnumerator TryUpdateStaticVersion()
{
// 如果获取远端资源版本成功,说明当前网络连接并无问题,可以走正常更新流程。
......
-
- // 注意:在成功下载所有资源之后,我们需要记录当前最新的资源版本号
- PlayerPrefs.SetString("STATIC_VERSION", packageCRC);
}
}
-private IEnumerator TryUpdateStaticVersion()
+private IEnumerator WeaklyUpdate()
{
// 如果获取远端资源版本失败,我们走弱联网更新模式。
- // 注意:如果从来没有保存过版本信息,则需要从内部读取StaticVersion.bytes文件的版本信息。
- string packageVersion = PlayerPrefs.GetString("STATIC_VERSION", string.Empty);
- if (packageVersion == string.Empty)
- {
- packageVersion = LoadStaticVersionFromStreamingAssets();
- }
-
- // 在弱联网情况下更新补丁清单
- var operation = package.WeaklyUpdateManifestAsync(packageVersion);
+ // 弱联网更新方法,会优先加载沙盒内的清单,如果不存在再加载内置清单。
+ // 在加载清单之后,验证清单内资源内容本地完整性。
+ var operation = package.WeaklyUpdateManifestAsync();
yield return operation;
if (operation.Status == EOperationStatus.Succeed)
{
@@ -151,7 +142,7 @@ private IEnumerator TryUpdateStaticVersion()
}
else
{
- // 指定版本的资源内容本地并不完整,需要提示玩家更新。
+ // 资源内容本地并不完整,需要提示玩家联网更新。
ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
}
}
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