mirror of https://github.com/tuyoogame/YooAsset
fix #202
parent
0e29e9823d
commit
c2a7106221
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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@ -6,5 +7,13 @@ using UnityEngine;
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/// </summary>
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/// </summary>
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public class BuildinFileManifest : ScriptableObject
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public class BuildinFileManifest : ScriptableObject
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{
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{
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public List<string> BuildinFiles = new List<string>();
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[Serializable]
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public class Element
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{
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public string PackageName;
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public string FileName;
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public string FileCRC32;
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}
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public List<Element> BuildinFiles = new List<Element>();
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}
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}
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@ -1,5 +1,8 @@
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public class StreamingAssetsDefine
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public class StreamingAssetsDefine
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{
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{
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/// <summary>
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/// 根目录名称(保持和YooAssets资源系统一致)
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/// </summary>
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public const string RootFolderName = "yoo";
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public const string RootFolderName = "yoo";
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}
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}
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@ -8,63 +8,102 @@ using YooAsset;
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/// </summary>
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/// </summary>
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public class GameQueryServices : IBuildinQueryServices
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public class GameQueryServices : IBuildinQueryServices
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{
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{
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public bool Query(string packageName, string fileName)
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/// <summary>
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{
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/// 查询内置文件的时候,是否比对文件哈希值
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// 注意:fileName包含文件格式
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/// </summary>
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return StreamingAssetsHelper.FileExists(packageName, fileName);
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public static bool CompareFileCRC = false;
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}
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public bool Query(string packageName, string fileName, string fileCRC)
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{
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// 注意:fileName包含文件格式
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return StreamingAssetsHelper.FileExists(packageName, fileName, fileCRC);
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}
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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/// <summary>
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/// StreamingAssets目录下资源查询帮助类
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/// </summary>
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public sealed class StreamingAssetsHelper
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public sealed class StreamingAssetsHelper
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{
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{
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public static void Init() { }
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public static void Init() { }
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public static bool FileExists(string packageName, string fileName)
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public static bool FileExists(string packageName, string fileName, string fileCRC)
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{
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{
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string filePath = Path.Combine(Application.streamingAssetsPath, StreamingAssetsDefine.RootFolderName, packageName, 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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if (File.Exists(filePath))
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}
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{
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if (GameQueryServices.CompareFileCRC)
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{
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string crc32 = YooAsset.Editor.EditorTools.GetFileCRC32(filePath);
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return crc32 == fileCRC;
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}
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else
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{
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return true;
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}
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}
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else
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{
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return false;
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}
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}
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}
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}
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#else
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#else
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/// <summary>
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/// StreamingAssets目录下资源查询帮助类
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/// </summary>
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public sealed class StreamingAssetsHelper
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public sealed class StreamingAssetsHelper
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{
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{
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private static bool _isInit = false;
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private class PackageQuery
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private static readonly HashSet<string> _cacheData = new HashSet<string>();
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{
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public readonly Dictionary<string, BuildinFileManifest.Element> Elements = new Dictionary<string, BuildinFileManifest.Element>(1000);
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}
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/// <summary>
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private static bool _isInit = false;
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/// 初始化
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private static readonly Dictionary<string, PackageQuery> _packages = new Dictionary<string, PackageQuery>(10);
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/// </summary>
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public static void Init()
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{
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if (_isInit == false)
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{
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_isInit = true;
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var manifest = Resources.Load<BuildinFileManifest>("BuildinFileManifest");
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if (manifest != null)
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{
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foreach (string fileName in manifest.BuildinFiles)
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{
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_cacheData.Add(fileName);
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// 内置文件查询方法
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/// 初始化
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/// </summary>
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/// </summary>
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public static bool FileExists(string packageName, string fileName)
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public static void Init()
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{
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{
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if (_isInit == false)
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if (_isInit == false)
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Init();
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{
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return _cacheData.Contains(fileName);
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_isInit = true;
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}
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var manifest = Resources.Load<BuildinFileManifest>("BuildinFileManifest");
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if (manifest != null)
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{
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foreach (var element in manifest.BuildinFiles)
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{
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if (_packages.TryGetValue(element.PackageName, out PackageQuery package) == false)
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{
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package = new PackageQuery();
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_packages.Add(element.PackageName, package);
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}
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package.Elements.Add(element.FileName, element);
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}
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}
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}
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}
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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 packageName, string fileName, string fileCRC32)
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{
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if (_isInit == false)
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Init();
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if (_packages.TryGetValue(packageName, out PackageQuery package) == false)
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return false;
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if (package.Elements.TryGetValue(fileName, out var element) == false)
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return false;
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if (GameQueryServices.CompareFileCRC)
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{
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return element.FileCRC32 == fileCRC32;
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}
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else
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{
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return true;
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}
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}
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}
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}
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#endif
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#endif
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@ -72,42 +111,52 @@ public sealed class StreamingAssetsHelper
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
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internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
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{
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{
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public int callbackOrder { get { return 0; } }
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public int callbackOrder { get { return 0; } }
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/// <summary>
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/// <summary>
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/// 在构建应用程序前处理
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/// 在构建应用程序前处理
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/// </summary>
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/// 原理:在构建APP之前,搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入内置清单,内置清单存储在Resources文件夹下。
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public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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/// </summary>
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{
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public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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string saveFilePath = "Assets/Resources/BuildinFileManifest.asset";
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{
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if (File.Exists(saveFilePath))
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string saveFilePath = "Assets/Resources/BuildinFileManifest.asset";
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File.Delete(saveFilePath);
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if (File.Exists(saveFilePath))
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{
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File.Delete(saveFilePath);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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}
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string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
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string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
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DirectoryInfo root = new DirectoryInfo(folderPath);
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DirectoryInfo root = new DirectoryInfo(folderPath);
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if (root.Exists == false)
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if (root.Exists == false)
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{
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{
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Debug.Log($"没有发现YooAsset内置目录 : {folderPath}");
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Debug.LogWarning($"没有发现YooAsset内置目录 : {folderPath}");
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return;
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return;
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}
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}
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var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
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var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
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FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
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FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
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foreach (var fileInfo in files)
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foreach (var fileInfo in files)
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{
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{
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if (fileInfo.Extension == ".meta")
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if (fileInfo.Extension == ".meta")
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continue;
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continue;
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if (fileInfo.Name.StartsWith("PackageManifest_"))
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if (fileInfo.Name.StartsWith("PackageManifest_"))
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continue;
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continue;
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manifest.BuildinFiles.Add(fileInfo.Name);
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}
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if (Directory.Exists("Assets/Resources") == false)
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BuildinFileManifest.Element element = new BuildinFileManifest.Element();
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Directory.CreateDirectory("Assets/Resources");
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element.PackageName = fileInfo.Directory.Name;
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UnityEditor.AssetDatabase.CreateAsset(manifest, saveFilePath);
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element.FileCRC32 = YooAsset.Editor.EditorTools.GetFileCRC32(fileInfo.FullName);
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UnityEditor.AssetDatabase.SaveAssets();
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element.FileName = fileInfo.Name;
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UnityEditor.AssetDatabase.Refresh();
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manifest.BuildinFiles.Add(element);
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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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if (Directory.Exists("Assets/Resources") == false)
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Directory.CreateDirectory("Assets/Resources");
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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($"一共{manifest.BuildinFiles.Count}个内置文件,内置资源清单保存成功 : {saveFilePath}");
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}
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}
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}
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#endif
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#endif
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@ -1,151 +0,0 @@
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//-------------------------------------
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// 作者:Stark
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//-------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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using YooAsset;
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/*
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/// <summary>
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/// 资源文件查询服务类
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/// </summary>
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public class GameQueryServices2 : IBuildinQueryServices
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{
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public bool QueryStreamingAssets(string packageName, string fileName)
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{
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return StreamingAssetsHelper2.FileExists($"{StreamingAssetsDefine.RootFolderName}/{packageName}/{fileName}");
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}
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}
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/// <summary>
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/// StreamingAssets目录下资源查询帮助类
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/// </summary>
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public sealed class StreamingAssetsHelper2
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{
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private static readonly Dictionary<string, bool> _cacheData = new Dictionary<string, bool>(1000);
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#if UNITY_ANDROID && !UNITY_EDITOR
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private static AndroidJavaClass _unityPlayerClass;
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public static AndroidJavaClass UnityPlayerClass
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{
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get
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{
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if (_unityPlayerClass == null)
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_unityPlayerClass = new UnityEngine.AndroidJavaClass("com.unity3d.player.UnityPlayer");
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return _unityPlayerClass;
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}
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}
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private static AndroidJavaObject _currentActivity;
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public static AndroidJavaObject CurrentActivity
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{
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get
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{
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if (_currentActivity == null)
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_currentActivity = UnityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity");
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return _currentActivity;
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}
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}
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/// <summary>
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/// 利用安卓原生接口查询内置文件是否存在
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/// </summary>
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public static bool FileExists(string filePath)
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{
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if (_cacheData.TryGetValue(filePath, out bool result) == false)
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{
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result = CurrentActivity.Call<bool>("CheckAssetExist", filePath);
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_cacheData.Add(filePath, result);
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}
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return result;
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}
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#else
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public static bool FileExists(string filePath)
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{
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if (_cacheData.TryGetValue(filePath, out bool result) == false)
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{
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result = System.IO.File.Exists(System.IO.Path.Combine(Application.streamingAssetsPath, filePath));
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_cacheData.Add(filePath, result);
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}
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return result;
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}
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#endif
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}
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#if UNITY_ANDROID && UNITY_EDITOR
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/// <summary>
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/// 为Github对开发者的友好,采用自动补充UnityPlayerActivity.java文件的通用姿势满足各个开发者
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/// </summary>
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internal class AndroidPost : UnityEditor.Android.IPostGenerateGradleAndroidProject
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{
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public int callbackOrder => 99;
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public void OnPostGenerateGradleAndroidProject(string path)
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{
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path = path.Replace("\\", "/");
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string untityActivityFilePath = $"{path}/src/main/java/com/unity3d/player/UnityPlayerActivity.java";
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var readContent = System.IO.File.ReadAllLines(untityActivityFilePath);
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string postContent =
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" //auto-gen-function \n" +
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" public boolean CheckAssetExist(String filePath) \n" +
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" { \n" +
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" android.content.res.AssetManager assetManager = getAssets(); \n" +
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" try \n" +
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" { \n" +
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" java.io.InputStream inputStream = assetManager.open(filePath); \n" +
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" if (null != inputStream) \n" +
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" { \n" +
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" inputStream.close(); \n" +
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" return true; \n" +
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" } \n" +
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" } \n" +
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" catch(java.io.IOException e) \n" +
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" { \n" +
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" } \n" +
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" return false; \n" +
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" } \n" +
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"}";
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if (CheckFunctionExist(readContent) == false)
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readContent[readContent.Length - 1] = postContent;
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System.IO.File.WriteAllLines(untityActivityFilePath, readContent);
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}
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private bool CheckFunctionExist(string[] contents)
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{
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for (int i = 0; i < contents.Length; i++)
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{
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if (contents[i].Contains("CheckAssetExist"))
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{
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return true;
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}
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}
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return false;
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}
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}
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#endif
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*/
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/*
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// 以下代码为安卓原生代码,不需要解除注释
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//auto-gen-function
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public boolean CheckAssetExist(String filePath)
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{
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android.content.res.AssetManager assetManager = getAssets();
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try
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{
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java.io.InputStream inputStream = assetManager.open(filePath);
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if(null != inputStream)
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{
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inputStream.close();
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return true;
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}
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}
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catch(java.io.IOException e)
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{
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//e.printStackTrace();
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}
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return false;
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}
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*/
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 358145d67e230b34883002b08b23cba3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Loading…
Reference in New Issue