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profileGroupTypes:
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m_Variables:
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environments: []
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using System.Collections.Generic;
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||||
using System.IO;
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||||
using System.Linq;
|
||||
using SGModule.Common.Helper;
|
||||
using UnityEditor;
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||||
using UnityEditor.PackageManager;
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||||
using UnityEditor.PackageManager.Requests;
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using PackageInfo = UnityEditor.PackageManager.PackageInfo;
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#if USE_ADDRESSABLES
|
||||
using UnityEditor.AddressableAssets;
|
||||
#endif
|
||||
|
||||
namespace SGModule.Editor {
|
||||
[InitializeOnLoad]
|
||||
public static class AddressablesManager {
|
||||
private const string AddressablesPackageName = "com.unity.addressables";
|
||||
private const string AddressablesSymbol = "USE_ADDRESSABLES";
|
||||
private static AddRequest _addRequest;
|
||||
|
||||
// 安装标记,避免重复弹窗
|
||||
private static bool _isInstallingAddressables;
|
||||
|
||||
static AddressablesManager() {
|
||||
EditorApplication.projectChanged += OnProjectChanged; // 监听项目变更
|
||||
|
||||
CheckAndSetupAddressables();
|
||||
}
|
||||
|
||||
private static string DefaultConfigsPath => "Assets/Configs"; // 默认的 Addressables 配置路径
|
||||
|
||||
private static void CheckAndSetupAddressables() {
|
||||
if (IsAddressablesInstalled()) {
|
||||
Log.Info("ConfigLoader", "Addressables 已安装,正在初始化...");
|
||||
|
||||
AddScriptingDefineSymbol(AddressablesSymbol);
|
||||
|
||||
#if USE_ADDRESSABLES
|
||||
EnsureAddressablesConfigured();
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
RemoveScriptingDefineSymbol(AddressablesSymbol);
|
||||
if (!_isInstallingAddressables) {
|
||||
PromptToInstallAddressables();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsAddressablesInstalled() {
|
||||
return PackageInfo.GetAllRegisteredPackages().Any(package => package.name == AddressablesPackageName);
|
||||
}
|
||||
|
||||
private static void PromptToInstallAddressables() {
|
||||
var install = EditorUtility.DisplayDialog(
|
||||
"Addressables 未安装",
|
||||
"当前插件依赖 Addressables 功能,请安装以确保正常使用。\n\n是否立即安装 Addressables?",
|
||||
"安装",
|
||||
"取消");
|
||||
|
||||
if (install) {
|
||||
InstallAddressables();
|
||||
}
|
||||
else {
|
||||
Log.Warning("ConfigLoader", "用户取消安装 Addressables,部分功能可能无法正常使用!");
|
||||
}
|
||||
}
|
||||
|
||||
private static void InstallAddressables() {
|
||||
if (_isInstallingAddressables) {
|
||||
return; // 防止重复安装
|
||||
}
|
||||
|
||||
Log.Info("ConfigLoader", "开始安装 Addressables...");
|
||||
|
||||
_isInstallingAddressables = true; // 标记正在安装,避免重复弹窗
|
||||
_addRequest = Client.Add(AddressablesPackageName);
|
||||
|
||||
EditorApplication.update += MonitorAddRequest;
|
||||
}
|
||||
|
||||
private static void MonitorAddRequest() {
|
||||
if (_addRequest == null || !_addRequest.IsCompleted) {
|
||||
return;
|
||||
}
|
||||
|
||||
EditorApplication.update -= MonitorAddRequest;
|
||||
|
||||
if (_addRequest.Status == StatusCode.Success) {
|
||||
Log.Info("ConfigLoader", "Addressables 安装成功!");
|
||||
|
||||
EditorUtility.DisplayDialog("安装完成", "Addressables 安装成功,请稍候等待 Unity 刷新。", "确定");
|
||||
|
||||
CheckAndSetupAddressables();
|
||||
}
|
||||
else if (_addRequest.Status >= StatusCode.Failure) {
|
||||
Log.Error("ConfigLoader", $"安装 Addressables 失败:{_addRequest.Error.message}");
|
||||
|
||||
EditorUtility.DisplayDialog("安装失败", $"安装 Addressables 失败:{_addRequest.Error.message}", "确定");
|
||||
}
|
||||
|
||||
_isInstallingAddressables = false; // 重置标记
|
||||
}
|
||||
|
||||
private static void AddScriptingDefineSymbol(string symbol) {
|
||||
var symbols = new List<string>(PlayerSettings
|
||||
.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup).Split(';'));
|
||||
if (symbols.Contains(symbol)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
symbols.Add(symbol);
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup,
|
||||
string.Join(";", symbols));
|
||||
Log.Info("ConfigLoader", $"已添加脚本定义符号: {symbol}");
|
||||
}
|
||||
|
||||
private static void RemoveScriptingDefineSymbol(string symbol) {
|
||||
var symbols = new List<string>(PlayerSettings
|
||||
.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup).Split(';'));
|
||||
if (symbols.Contains(symbol)) {
|
||||
symbols.Remove(symbol);
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup,
|
||||
string.Join(";", symbols));
|
||||
|
||||
Log.Info("ConfigLoader", $"已移除脚本定义符号: {symbol}");
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnProjectChanged() {
|
||||
Log.Info("ConfigLoader", "检测到项目变更,重新检查 Addressables 状态...");
|
||||
|
||||
CheckAndSetupAddressables();
|
||||
}
|
||||
|
||||
#if USE_ADDRESSABLES
|
||||
private static void EnsureAddressablesConfigured() {
|
||||
var settings = AddressableAssetSettingsDefaultObject.Settings;
|
||||
|
||||
if (settings == null) {
|
||||
Log.Info("ConfigLoader", "正在初始化 Addressables 设置...");
|
||||
|
||||
settings = AddressableAssetSettingsDefaultObject.GetSettings(true); // 自动创建配置
|
||||
}
|
||||
|
||||
// 确保默认的 Configs 文件夹存在并被添加到 Addressables
|
||||
var needRefresh = false;
|
||||
if (!Directory.Exists(DefaultConfigsPath)) {
|
||||
Directory.CreateDirectory(DefaultConfigsPath);
|
||||
Log.Info("ConfigLoader", $"已创建文件夹: {DefaultConfigsPath}");
|
||||
|
||||
needRefresh = true;
|
||||
}
|
||||
|
||||
if (!IsFolderInAddressables(DefaultConfigsPath)) {
|
||||
var guid = AssetDatabase.AssetPathToGUID(DefaultConfigsPath);
|
||||
var group = settings.DefaultGroup;
|
||||
settings.CreateOrMoveEntry(guid, group)?.SetLabel("config", true, true);
|
||||
needRefresh = true;
|
||||
}
|
||||
|
||||
if (needRefresh) {
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsFolderInAddressables(string folderPath) {
|
||||
var settings = AddressableAssetSettingsDefaultObject.Settings;
|
||||
foreach (var group in settings.groups)
|
||||
{
|
||||
if (group)
|
||||
{
|
||||
foreach (var entry in group.entries)
|
||||
{
|
||||
if (AssetDatabase.GUIDToAssetPath(entry.guid) == folderPath)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: 383ac67f695b4c6e94ba988c9303cd5b
|
||||
timeCreated: 1733734050
|
||||
@@ -3,10 +3,8 @@ using System.IO;
|
||||
using SGModule.Common.Helper;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SGModule.ConfigLoader
|
||||
{
|
||||
public class ConfigFileManager
|
||||
{
|
||||
namespace SGModule.ConfigLoader {
|
||||
public class ConfigFileManager {
|
||||
private const int MaxErrorCount = 6;
|
||||
private const string ConfigFileNameKey = "ConfigFileName";
|
||||
private const string FirstLaunchKey = "FirstLaunch";
|
||||
@@ -17,59 +15,44 @@ namespace SGModule.ConfigLoader
|
||||
private static bool IsFirstLaunch => !PlayerPrefs.HasKey(FirstLaunchKey);
|
||||
private static string SavedConfigFileName => PlayerPrefs.GetString(ConfigFileNameKey);
|
||||
|
||||
private static void SetFirstLaunch()
|
||||
{
|
||||
private static void SetFirstLaunch() {
|
||||
PlayerPrefs.SetInt(FirstLaunchKey, 1);
|
||||
}
|
||||
|
||||
private static void SetSavedConfigFileName(string name)
|
||||
{
|
||||
private static void SetSavedConfigFileName(string name) {
|
||||
PlayerPrefs.SetString(ConfigFileNameKey, name);
|
||||
}
|
||||
|
||||
private void IncrementErrorCount()
|
||||
{
|
||||
private void IncrementErrorCount() {
|
||||
_initConfigErrorCount++;
|
||||
}
|
||||
|
||||
// 检查是否需要下载新配置,基于传入的期望配置文件名setting
|
||||
private static bool HasNewConfig(string expectedSetting)
|
||||
{
|
||||
if (string.IsNullOrEmpty(SavedConfigFileName))
|
||||
{
|
||||
private static bool HasNewConfig(string expectedSetting) {
|
||||
if (string.IsNullOrEmpty(SavedConfigFileName)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return !SavedConfigFileName.Equals(expectedSetting);
|
||||
}
|
||||
|
||||
private void FirstLaunchCopyConfig(Action<bool> callback)
|
||||
{
|
||||
private void FirstLaunchCopyConfig(Action<bool> callback) {
|
||||
SetFirstLaunch();
|
||||
Debug.Log("000000000000000000000000000000");
|
||||
FileNetworkManager.Instance.CopyStreamingAssetsToPersistentDataPath(result =>
|
||||
{
|
||||
Debug.Log("0000000000000000000000000000006");
|
||||
|
||||
FileNetworkManager.Instance.CopyStreamingAssetsToPersistentDataPath(result => {
|
||||
var isSuccess = false;
|
||||
if (result)
|
||||
{
|
||||
Debug.Log("0000000000000000000000000000007");
|
||||
if (result) {
|
||||
var names = FileNetworkManager.Instance.GetFileNamesFromPersistentDataPath(FileNetworkManager.FolderName);
|
||||
if (names.Length > 0)
|
||||
{
|
||||
Debug.Log("0000000000000000000000000000008");
|
||||
Debug.Log("0000000000000000000000000000009"+names[0]);
|
||||
if (names.Length > 0) {
|
||||
SetSavedConfigFileName(names[0]);
|
||||
isSuccess = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
Log.ConfigLoader.Error("拷贝文件失败 请检查Configs文件夹是否有配置文件");
|
||||
}
|
||||
|
||||
if (!isSuccess)
|
||||
{
|
||||
if (!isSuccess) {
|
||||
IncrementErrorCount();
|
||||
}
|
||||
|
||||
@@ -77,20 +60,16 @@ namespace SGModule.ConfigLoader
|
||||
});
|
||||
}
|
||||
|
||||
private void DownloadConfig(string cdnUrl, string setting, Action<bool, string> callback)
|
||||
{
|
||||
private void DownloadConfig(string cdnUrl, string setting, Action<bool, string> callback) {
|
||||
var url = $"{cdnUrl}/config/{setting}";
|
||||
Log.ConfigLoader.Info($"开始下载配置文件 {url}", false);
|
||||
FileNetworkManager.Instance.ReadData(url, result =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(result))
|
||||
{
|
||||
FileNetworkManager.Instance.ReadData(url, result => {
|
||||
if (!string.IsNullOrEmpty(result)) {
|
||||
SetSavedConfigFileName(setting);
|
||||
FileNetworkManager.Instance.WriteToPersistentData(FileNetworkManager.Instance.GetConfigFOlderPath(), setting, result);
|
||||
callback?.Invoke(true, result);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
Log.ConfigLoader.Error("下载配置文件失败");
|
||||
IncrementErrorCount();
|
||||
callback?.Invoke(false, null);
|
||||
@@ -98,92 +77,40 @@ namespace SGModule.ConfigLoader
|
||||
});
|
||||
}
|
||||
|
||||
private void ReadLocalConfig(Action<bool, string> callback)
|
||||
{
|
||||
private void ReadLocalConfig(Action<bool, string> callback) {
|
||||
var savedCfgName = SavedConfigFileName;
|
||||
Log.ConfigLoader.Info($"开始读取本地配置文件 {savedCfgName}", false);
|
||||
if (string.IsNullOrEmpty(savedCfgName))
|
||||
{
|
||||
if (string.IsNullOrEmpty(savedCfgName)) {
|
||||
IncrementErrorCount();
|
||||
callback?.Invoke(false, null);
|
||||
return;
|
||||
}
|
||||
|
||||
var path = Path.Combine(FileNetworkManager.Instance.GetConfigFOlderPath(), savedCfgName);
|
||||
bool have_config = false;
|
||||
if (Directory.Exists(FileNetworkManager.Instance.GetConfigFOlderPath()))
|
||||
{
|
||||
// 获取该目录下的所有文件
|
||||
string[] files = Directory.GetFiles(FileNetworkManager.Instance.GetConfigFOlderPath());
|
||||
|
||||
if (files.Length > 0)
|
||||
{
|
||||
Debug.Log("文件夹下有文件");
|
||||
have_config = true;
|
||||
FileNetworkManager.Instance.ReadData(path, result => {
|
||||
if (!string.IsNullOrEmpty(result)) {
|
||||
callback?.Invoke(true, result);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("文件夹为空");
|
||||
else {
|
||||
Log.ConfigLoader.Error("读取本地数据异常");
|
||||
IncrementErrorCount();
|
||||
callback?.Invoke(false, null);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("文件夹不存在");
|
||||
|
||||
}
|
||||
if (have_config)
|
||||
{
|
||||
FileNetworkManager.Instance.ReadData(path, result =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(result))
|
||||
{
|
||||
callback?.Invoke(true, result);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.ConfigLoader.Error("读取本地数据异常");
|
||||
IncrementErrorCount();
|
||||
callback?.Invoke(false, null);
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log(savedCfgName);
|
||||
FirstLaunchCopyConfig(success =>
|
||||
{
|
||||
path = Path.Combine(FileNetworkManager.Instance.GetConfigFOlderPath(), SavedConfigFileName);
|
||||
FileNetworkManager.Instance.ReadData(path, result =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(result))
|
||||
{
|
||||
|
||||
callback?.Invoke(true, result);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 配置文件检查与加载流程
|
||||
/// </summary>
|
||||
public void CheckAndLoadConfig(ConfigInitOptions initOptions, Action<string> onConfigLoaded, Action<ConfigLoaderState> callback)
|
||||
{
|
||||
if (HasExceededMaxErrors)
|
||||
{
|
||||
public void CheckAndLoadConfig(ConfigInitOptions initOptions, Action<string> onConfigLoaded, Action<ConfigLoaderState> callback) {
|
||||
if (HasExceededMaxErrors) {
|
||||
callback?.Invoke(ConfigLoaderState.Failed);
|
||||
return;
|
||||
}
|
||||
Debug.Log("是否第一次登录"+IsFirstLaunch);
|
||||
if (IsFirstLaunch)
|
||||
{
|
||||
FirstLaunchCopyConfig(success =>
|
||||
{
|
||||
if (!success)
|
||||
{
|
||||
|
||||
if (IsFirstLaunch) {
|
||||
FirstLaunchCopyConfig(success => {
|
||||
if (!success) {
|
||||
IncrementErrorCount();
|
||||
}
|
||||
|
||||
@@ -191,25 +118,18 @@ Debug.Log("是否第一次登录"+IsFirstLaunch);
|
||||
});
|
||||
return;
|
||||
}
|
||||
Debug.Log("是否需要下载"+HasNewConfig(initOptions.Setting));
|
||||
if (HasNewConfig(initOptions.Setting))
|
||||
{
|
||||
DownloadConfig(initOptions.CdnUrl, initOptions.Setting, (success, json) =>
|
||||
{
|
||||
if (success)
|
||||
{
|
||||
|
||||
if (HasNewConfig(initOptions.Setting)) {
|
||||
DownloadConfig(initOptions.CdnUrl, initOptions.Setting, (success, json) => {
|
||||
if (success) {
|
||||
ReloadConfig(json, onConfigLoaded, callback);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReadLocalConfig((readSuccess, localJson) =>
|
||||
{
|
||||
if (readSuccess)
|
||||
{
|
||||
else {
|
||||
ReadLocalConfig((readSuccess, localJson) => {
|
||||
if (readSuccess) {
|
||||
ReloadConfig(localJson, onConfigLoaded, callback);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
callback?.Invoke(ConfigLoaderState.Failed);
|
||||
}
|
||||
});
|
||||
@@ -218,18 +138,13 @@ Debug.Log("是否需要下载"+HasNewConfig(initOptions.Setting));
|
||||
return;
|
||||
}
|
||||
|
||||
ReadLocalConfig((success, json) =>
|
||||
{
|
||||
if (success)
|
||||
{
|
||||
ReadLocalConfig((success, json) => {
|
||||
if (success) {
|
||||
ReloadConfig(json, onConfigLoaded, callback);
|
||||
}
|
||||
else
|
||||
{
|
||||
FirstLaunchCopyConfig(result =>
|
||||
{
|
||||
if (!result)
|
||||
{
|
||||
else {
|
||||
FirstLaunchCopyConfig(result => {
|
||||
if (!result) {
|
||||
IncrementErrorCount();
|
||||
}
|
||||
|
||||
@@ -239,10 +154,8 @@ Debug.Log("是否需要下载"+HasNewConfig(initOptions.Setting));
|
||||
});
|
||||
}
|
||||
|
||||
private static void ReloadConfig(string json, Action<string> onConfigLoaded, Action<ConfigLoaderState> callback)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(json))
|
||||
{
|
||||
private static void ReloadConfig(string json, Action<string> onConfigLoaded, Action<ConfigLoaderState> callback) {
|
||||
if (string.IsNullOrWhiteSpace(json)) {
|
||||
callback?.Invoke(ConfigLoaderState.JsonEmptyError);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -6,9 +6,9 @@ using System.Linq;
|
||||
using SGModule.Common.Base;
|
||||
using SGModule.Common.Helper;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Networking;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
@@ -16,53 +16,42 @@ using UnityEditor;
|
||||
#if USE_ADDRESSABLES
|
||||
#endif
|
||||
|
||||
namespace SGModule.ConfigLoader
|
||||
{
|
||||
public class FileNetworkManager : SingletonMonoBehaviour<FileNetworkManager>
|
||||
{
|
||||
namespace SGModule.ConfigLoader {
|
||||
public class FileNetworkManager : SingletonMonoBehaviour<FileNetworkManager> {
|
||||
public const string FolderName = "Configs";
|
||||
private const string FolderLabel = "config";
|
||||
private string _configFolderPath;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
protected override void Awake() {
|
||||
base.Awake();
|
||||
|
||||
_configFolderPath = Path.Combine(Application.persistentDataPath, FolderName);
|
||||
}
|
||||
|
||||
public string GetConfigFOlderPath()
|
||||
{
|
||||
public string GetConfigFOlderPath() {
|
||||
return _configFolderPath;
|
||||
}
|
||||
|
||||
// 示例解析文件列表方法(你可以根据实际需求实现)
|
||||
private List<string> ParseFileList(string data)
|
||||
{
|
||||
private List<string> ParseFileList(string data) {
|
||||
// 假设 data 是文件列表的文本,解析文件名
|
||||
// 根据实际情况解析,例如通过换行符分割
|
||||
return data.Split(new[] { '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries).ToList();
|
||||
}
|
||||
|
||||
public void CopyStreamingAssetsToPersistentDataPath(Action<bool> onComplete = null)
|
||||
{
|
||||
Debug.Log("0000000000000000000000000000001");
|
||||
public void CopyStreamingAssetsToPersistentDataPath(Action<bool> onComplete = null) {
|
||||
// 如果目标文件夹不存在,创建它
|
||||
if (!Directory.Exists(_configFolderPath))
|
||||
{
|
||||
if (!Directory.Exists(_configFolderPath)) {
|
||||
Directory.CreateDirectory(_configFolderPath);
|
||||
}
|
||||
Debug.Log("0000000000000000000000000000002");
|
||||
// CopyFile(onComplete);
|
||||
|
||||
StartCoroutine(CopyFile(onComplete));
|
||||
}
|
||||
|
||||
private void HandleInitializationError()
|
||||
{
|
||||
private void HandleInitializationError() {
|
||||
// 检查文件是否存在
|
||||
var path = $"{Application.dataPath}/Library/com.unity.addressables/aa/Android/settings.json";
|
||||
if (!File.Exists(path))
|
||||
{
|
||||
if (!File.Exists(path)) {
|
||||
Log.ConfigLoader.Warning(
|
||||
$"Settings file not found at: {path}. Rebuilding Addressables may be required.");
|
||||
}
|
||||
@@ -71,104 +60,68 @@ namespace SGModule.ConfigLoader
|
||||
// 提示用户或执行其他逻辑
|
||||
// 比如:显示弹窗或退出程序
|
||||
}
|
||||
private IEnumerator CopyFile(Action<bool> onComplete = null)
|
||||
{
|
||||
Debug.Log("开始加载 Configs 文件夹");
|
||||
|
||||
TextAsset[] files = Resources.LoadAll<TextAsset>("Configs");
|
||||
private IEnumerator CopyFile(Action<bool> onComplete = null) {
|
||||
#if USE_ADDRESSABLES
|
||||
var handle = Addressables.LoadResourceLocationsAsync(FolderLabel);
|
||||
|
||||
if (files.Length > 0)
|
||||
{
|
||||
TextAsset jsonFile = files[0];
|
||||
string jsonFileName = jsonFile.name;
|
||||
yield return handle;
|
||||
|
||||
Log.ConfigLoader.Info($"Loaded JSON Name:{jsonFileName} content: " + jsonFile.text);
|
||||
if (handle.Status == AsyncOperationStatus.Succeeded) {
|
||||
// 查找以 ".json" 结尾的文件
|
||||
var jsonLocation = handle.Result.FirstOrDefault(loc => loc.PrimaryKey.EndsWith(".json"));
|
||||
|
||||
if (!Directory.Exists(_configFolderPath))
|
||||
Directory.CreateDirectory(_configFolderPath);
|
||||
if (jsonLocation != null) {
|
||||
var jsonFileName = Path.GetFileName(jsonLocation.PrimaryKey);
|
||||
// 加载 JSON 文件
|
||||
var textAssetAsync = Addressables.LoadAssetAsync<TextAsset>(jsonLocation);
|
||||
|
||||
var destFilePath = Path.Combine(_configFolderPath, jsonFileName + ".json");
|
||||
yield return textAssetAsync;
|
||||
|
||||
// 同步写入文件
|
||||
File.WriteAllBytes(destFilePath, jsonFile.bytes);
|
||||
|
||||
// 等待一帧再执行回调,保持协程风格
|
||||
yield return null;
|
||||
onComplete?.Invoke(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.ConfigLoader.Error("Resources/Configs 下没有找到任何 TextAsset 文件");
|
||||
yield return null;
|
||||
onComplete?.Invoke(false);
|
||||
}
|
||||
}
|
||||
// private IEnumerable CopyFile(Action<bool> onComplete = null)
|
||||
// {
|
||||
if (textAssetAsync.Status == AsyncOperationStatus.Succeeded) {
|
||||
var jsonFile = textAssetAsync.Result;
|
||||
Log.ConfigLoader.Info($"Loaded JSON Name:{jsonFileName} content: " + jsonFile.text);
|
||||
|
||||
|
||||
// // if (handle.Status == AsyncOperationStatus.Succeeded) {
|
||||
// // 查找以 ".json" 结尾的文件
|
||||
// // var jsonLocation = handle.Result.FirstOrDefault(loc => loc.PrimaryKey.EndsWith(".json"));
|
||||
var destFilePath = Path.Combine(_configFolderPath, jsonFileName);
|
||||
File.WriteAllBytes(destFilePath, jsonFile.bytes);
|
||||
onComplete?.Invoke(true);
|
||||
}
|
||||
else {
|
||||
Log.ConfigLoader.Error("Failed to load JSON file");
|
||||
|
||||
// // if (jsonLocation != null) {
|
||||
// // var jsonFileName = Path.GetFileName(jsonLocation.PrimaryKey);
|
||||
// // 加载 JSON 文件
|
||||
// // var textAssetAsync = Addressables.LoadAssetAsync<TextAsset>(jsonLocation);
|
||||
// Debug.Log("0000000000000000000000000000003");
|
||||
// TextAsset[] files = Resources.LoadAll<TextAsset>("Configs");
|
||||
// // yield return textAssetAsync;
|
||||
onComplete?.Invoke(false);
|
||||
}
|
||||
}
|
||||
else {
|
||||
Log.ConfigLoader.Error("No JSON file found in folder");
|
||||
|
||||
// // if (textAssetAsync.Status == AsyncOperationStatus.Succeeded)
|
||||
// // {
|
||||
// TextAsset jsonFile = files[0];
|
||||
// string jsonFileName = jsonFile.name;
|
||||
// Log.ConfigLoader.Info($"Loaded JSON Name:{jsonFileName} content: " + jsonFile.text);
|
||||
onComplete?.Invoke(false);
|
||||
}
|
||||
}
|
||||
else {
|
||||
Log.ConfigLoader.Error("Failed to load folder resources");
|
||||
|
||||
// Debug.Log("0000000000000000000000000000004");
|
||||
// var destFilePath = Path.Combine(_configFolderPath, jsonFileName);
|
||||
// File.WriteAllBytes(destFilePath, jsonFile.bytes);
|
||||
// Debug.Log("0000000000000000000000000000005");
|
||||
// onComplete?.Invoke(true);
|
||||
onComplete?.Invoke(false);
|
||||
}
|
||||
#else
|
||||
Log.Error( "没有 Addressables 插件,请检查 ");
|
||||
yield break;
|
||||
#endif
|
||||
}
|
||||
|
||||
// // }
|
||||
// // else {
|
||||
// // Log.ConfigLoader.Error("Failed to load JSON file");
|
||||
|
||||
// // onComplete?.Invoke(false);
|
||||
// // }
|
||||
// // }
|
||||
// // else {
|
||||
// // Log.ConfigLoader.Error("No JSON file found in folder");
|
||||
|
||||
// // onComplete?.Invoke(false);
|
||||
// // }
|
||||
// // }
|
||||
// // else
|
||||
// // {
|
||||
// // Log.ConfigLoader.Error("Failed to load folder resources");
|
||||
|
||||
// // onComplete?.Invoke(false);
|
||||
// // }
|
||||
|
||||
// }
|
||||
|
||||
private IEnumerator CopyFile(string sourceFile, string destFile, Action<bool> onComplete = null)
|
||||
{
|
||||
private IEnumerator CopyFile(string sourceFile, string destFile, Action<bool> onComplete = null) {
|
||||
var filePath = "file://" + sourceFile;
|
||||
|
||||
using (var www = UnityWebRequest.Get(filePath))
|
||||
{
|
||||
using (var www = UnityWebRequest.Get(filePath)) {
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
if (www.result == UnityWebRequest.Result.Success) {
|
||||
File.WriteAllBytes(destFile, www.downloadHandler.data);
|
||||
Log.ConfigLoader.Info($"File copied to {destFile}");
|
||||
onComplete?.Invoke(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
Log.ConfigLoader.Error("Failed to copy file: " + www.error);
|
||||
|
||||
onComplete?.Invoke(false);
|
||||
@@ -181,8 +134,7 @@ namespace SGModule.ConfigLoader
|
||||
/// </summary>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="callback"></param>
|
||||
public void ReadData(string path, Action<string> callback)
|
||||
{
|
||||
public void ReadData(string path, Action<string> callback) {
|
||||
StartCoroutine(ReadDataEnumerator(path, callback));
|
||||
}
|
||||
|
||||
@@ -192,17 +144,14 @@ namespace SGModule.ConfigLoader
|
||||
/// <param name="path"></param>
|
||||
/// <param name="callback"></param>
|
||||
/// <returns></returns>
|
||||
private IEnumerator ReadDataEnumerator(string path, Action<string> callback)
|
||||
{
|
||||
private IEnumerator ReadDataEnumerator(string path, Action<string> callback) {
|
||||
string fullPath;
|
||||
|
||||
// 判断是网络URL还是本地文件路径
|
||||
if (path.StartsWith("http://") || path.StartsWith("https://"))
|
||||
{
|
||||
if (path.StartsWith("http://") || path.StartsWith("https://")) {
|
||||
fullPath = path; // 网络URL
|
||||
#if UNITY_EDITOR
|
||||
if (path.StartsWith("http://") && PlayerSettings.insecureHttpOption == InsecureHttpOption.NotAllowed)
|
||||
{
|
||||
if (path.StartsWith("http://") && PlayerSettings.insecureHttpOption == InsecureHttpOption.NotAllowed) {
|
||||
Log.ConfigLoader.Error("发起了 HTTP 链接,但设置了不允许非Https连接,请检查设置!!!");
|
||||
|
||||
callback?.Invoke(null);
|
||||
@@ -210,26 +159,22 @@ namespace SGModule.ConfigLoader
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
// 本地文件路径
|
||||
fullPath = "file://" + path;
|
||||
}
|
||||
Debug.Log(fullPath);
|
||||
|
||||
// 使用UnityWebRequest读取数据
|
||||
using (var webRequest = UnityWebRequest.Get(fullPath))
|
||||
{
|
||||
using (var webRequest = UnityWebRequest.Get(fullPath)) {
|
||||
yield return webRequest.SendWebRequest();
|
||||
|
||||
if (webRequest.result == UnityWebRequest.Result.ConnectionError ||
|
||||
webRequest.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
webRequest.result == UnityWebRequest.Result.ProtocolError) {
|
||||
Log.ConfigLoader.Error($"Error while reading file: {webRequest.error} path: {fullPath}");
|
||||
|
||||
callback?.Invoke(null); // 返回null表示出错
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
var data = webRequest.downloadHandler.text;
|
||||
callback?.Invoke(data); // 通过回调传出数据
|
||||
}
|
||||
@@ -242,21 +187,18 @@ Debug.Log(fullPath);
|
||||
/// <param name="folderName">文件夹名称</param>
|
||||
/// <param name="fileName">文件名称</param>
|
||||
/// <param name="content">要写入的内容</param>
|
||||
public void WriteToPersistentData(string folderName, string fileName, string content)
|
||||
{
|
||||
public void WriteToPersistentData(string folderName, string fileName, string content) {
|
||||
// 获取持久化数据路径
|
||||
var folderPath = Path.Combine(Application.persistentDataPath, folderName);
|
||||
|
||||
// 如果文件夹不存在,则创建它
|
||||
if (!Directory.Exists(folderPath))
|
||||
{
|
||||
if (!Directory.Exists(folderPath)) {
|
||||
Directory.CreateDirectory(folderPath);
|
||||
}
|
||||
|
||||
// 删除原有文件
|
||||
var existingFiles = Directory.GetFiles(folderPath);
|
||||
foreach (var file in existingFiles)
|
||||
{
|
||||
foreach (var file in existingFiles) {
|
||||
File.Delete(file);
|
||||
}
|
||||
|
||||
@@ -275,12 +217,11 @@ Debug.Log(fullPath);
|
||||
/// </summary>
|
||||
/// <param name="subdirectory"></param>
|
||||
/// <returns></returns>
|
||||
public string[] GetFileNamesFromPersistentDataPath(string subdirectory)
|
||||
{
|
||||
public string[] GetFileNamesFromPersistentDataPath(string subdirectory) {
|
||||
var directoryPath = Path.Combine(Application.persistentDataPath, subdirectory);
|
||||
|
||||
if (Directory.Exists(directoryPath))
|
||||
// 获取目录中的所有文件名
|
||||
// 获取目录中的所有文件名
|
||||
{
|
||||
return Directory.GetFiles(directoryPath)
|
||||
.Select(Path.GetFileName) // 只提取文件名
|
||||
|
||||
@@ -7,24 +7,20 @@ using SGModule.Common.Helper;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
namespace SGModule.Net
|
||||
{
|
||||
public enum ConnectionStatus
|
||||
{
|
||||
namespace SGModule.Net {
|
||||
public enum ConnectionStatus {
|
||||
Uninitialized, // 未初始化
|
||||
Connected, // 已连接
|
||||
Disconnected // 未连接
|
||||
}
|
||||
|
||||
// 网络检测类
|
||||
public class NetChecker : SingletonMonoBehaviour<NetChecker>
|
||||
{
|
||||
public class NetChecker : SingletonMonoBehaviour<NetChecker> {
|
||||
private const float WebRequestInterval = 5f;
|
||||
private const float PingInterval = 2;
|
||||
|
||||
// 可配置多个检测 URL
|
||||
[SerializeField]
|
||||
private List<string> checkUrls = new() {
|
||||
[SerializeField] private List<string> checkUrls = new() {
|
||||
"https://www.baidu.com", // 国内 URL
|
||||
"https://www.google.com" // 国外 URL
|
||||
};
|
||||
@@ -49,19 +45,16 @@ namespace SGModule.Net
|
||||
/// <summary>
|
||||
/// null = 未检测;true = 联网;false = 未联网
|
||||
/// </summary>
|
||||
private bool? IsConnected
|
||||
{
|
||||
private bool? IsConnected {
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
private void OnEnable() {
|
||||
StartCheckingInternet();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
private void OnDisable() {
|
||||
StopCheckingInternet();
|
||||
}
|
||||
|
||||
@@ -71,84 +64,69 @@ namespace SGModule.Net
|
||||
/// <param name="timeout">最多等待的总时间(秒)</param>
|
||||
/// <param name="checkInterval">每次重试间隔</param>
|
||||
/// <param name="callback">检测结果回调</param>
|
||||
public IEnumerator WaitUntilNetworkConnected(float timeout, float checkInterval, Action<bool> callback)
|
||||
{
|
||||
public IEnumerator WaitUntilNetworkConnected(float timeout, float checkInterval, Action<bool> callback) {
|
||||
var elapsed = 0f;
|
||||
|
||||
// 阶段 1: 等待初始化完成
|
||||
while (!IsConnected.HasValue && elapsed < timeout)
|
||||
{
|
||||
while (!IsConnected.HasValue && elapsed < timeout) {
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
elapsed += checkInterval;
|
||||
}
|
||||
|
||||
if (!IsConnected.HasValue)
|
||||
{
|
||||
if (!IsConnected.HasValue) {
|
||||
Log.Net.Warning("网络检测初始化超时!");
|
||||
callback(false);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 阶段 2: 等待网络恢复
|
||||
while (IsConnected == false && elapsed < timeout)
|
||||
{
|
||||
while (IsConnected == false && elapsed < timeout) {
|
||||
Log.Net.Warning($"网络异常,等待中... 已耗时: {elapsed:F1}s");
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
elapsed += checkInterval;
|
||||
}
|
||||
|
||||
var success = IsConnected == true;
|
||||
if (!success)
|
||||
{
|
||||
if (!success) {
|
||||
Log.Net.Warning("网络连接等待超时!");
|
||||
}
|
||||
|
||||
callback(success);
|
||||
}
|
||||
|
||||
public ConnectionStatus GetConnectionStatus()
|
||||
{
|
||||
return IsConnected switch
|
||||
{
|
||||
public ConnectionStatus GetConnectionStatus() {
|
||||
return IsConnected switch {
|
||||
null => ConnectionStatus.Uninitialized,
|
||||
true => ConnectionStatus.Connected,
|
||||
false => ConnectionStatus.Disconnected
|
||||
};
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
public void Init() {
|
||||
StartCheckingInternet();
|
||||
}
|
||||
|
||||
private void StartCheckingInternet()
|
||||
{
|
||||
private void StartCheckingInternet() {
|
||||
_checkInterval = usePingCheck ? PingInterval : WebRequestInterval;
|
||||
_checkInternetCoroutine ??= StartCoroutine(CheckInternetRoutine());
|
||||
}
|
||||
|
||||
private void StopCheckingInternet()
|
||||
{
|
||||
if (_checkInternetCoroutine != null)
|
||||
{
|
||||
private void StopCheckingInternet() {
|
||||
if (_checkInternetCoroutine != null) {
|
||||
StopCoroutine(_checkInternetCoroutine);
|
||||
_checkInternetCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator CheckInternetRoutine()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (_isChecking)
|
||||
{
|
||||
private IEnumerator CheckInternetRoutine() {
|
||||
while (true) {
|
||||
if (_isChecking) {
|
||||
yield break; // 避免并发冲突
|
||||
}
|
||||
|
||||
_isChecking = true;
|
||||
|
||||
if (QuickNetDeviceCheck())
|
||||
{
|
||||
if (QuickNetDeviceCheck()) {
|
||||
// if (usePingCheck) {
|
||||
yield return CheckWithPing();
|
||||
// }
|
||||
@@ -156,13 +134,11 @@ namespace SGModule.Net
|
||||
// yield return CheckWithUnityWebRequest();
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
IsConnected = false;
|
||||
}
|
||||
|
||||
if (IsConnected.HasValue && _lastConnected != IsConnected.Value)
|
||||
{
|
||||
if (IsConnected.HasValue && _lastConnected != IsConnected.Value) {
|
||||
Log.Net.Info($"网络状态变化: {IsConnected}");
|
||||
_lastConnected = IsConnected.Value;
|
||||
}
|
||||
@@ -175,46 +151,42 @@ namespace SGModule.Net
|
||||
/// <summary>
|
||||
/// 使用 Ping 检测网络连通性
|
||||
/// </summary>
|
||||
private IEnumerator CheckWithPing()
|
||||
{
|
||||
private IEnumerator CheckWithPing() {
|
||||
var pings = _pingAddresses.Select(ip => new Ping(ip)).ToList();
|
||||
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
var success = false;
|
||||
|
||||
// // 等待所有 Ping 返回结果或超时
|
||||
// while (Time.realtimeSinceStartup - startTime < _checkInterval) {
|
||||
// foreach (var ping in pings) {
|
||||
// if (ping.isDone && ping.time >= 0) {
|
||||
// success = true;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// 等待所有 Ping 返回结果或超时
|
||||
while (Time.realtimeSinceStartup - startTime < _checkInterval) {
|
||||
foreach (var ping in pings) {
|
||||
if (ping.isDone && ping.time >= 0) {
|
||||
success = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if (success) {
|
||||
// break;
|
||||
// }
|
||||
if (success) {
|
||||
break;
|
||||
}
|
||||
|
||||
yield return new WaitForSecondsRealtime(0.1f);
|
||||
}
|
||||
|
||||
// }
|
||||
yield return new WaitForSecondsRealtime(0.1f);
|
||||
// 如果有任意一个 Ping 成功,网络即为可用
|
||||
IsConnected = true;
|
||||
IsConnected = success;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 使用 UnityWebRequest 检测网络连通性
|
||||
/// </summary>
|
||||
private IEnumerator CheckWithUnityWebRequest()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_preferredUrl))
|
||||
{
|
||||
private IEnumerator CheckWithUnityWebRequest() {
|
||||
if (!string.IsNullOrEmpty(_preferredUrl)) {
|
||||
var request = UnityWebRequest.Get(_preferredUrl);
|
||||
request.timeout = (int)_checkInterval;
|
||||
request.timeout = (int) _checkInterval;
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
if (request.result == UnityWebRequest.Result.Success) {
|
||||
IsConnected = true;
|
||||
request.Dispose();
|
||||
yield break;
|
||||
@@ -230,30 +202,25 @@ namespace SGModule.Net
|
||||
var ops = new List<UnityWebRequestAsyncOperation>();
|
||||
var requests = new List<UnityWebRequest>();
|
||||
|
||||
foreach (var url in checkUrls)
|
||||
{
|
||||
foreach (var url in checkUrls) {
|
||||
var req = UnityWebRequest.Get(url);
|
||||
req.timeout = (int)_checkInterval;
|
||||
req.timeout = (int) _checkInterval;
|
||||
ops.Add(req.SendWebRequest());
|
||||
requests.Add(req);
|
||||
}
|
||||
|
||||
yield return StartCoroutine(WaitForAnyRequest(ops));
|
||||
|
||||
foreach (var req in requests)
|
||||
{
|
||||
foreach (var req in requests) {
|
||||
req.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 等待任意一个请求完成并返回
|
||||
private IEnumerator WaitForAnyRequest(List<UnityWebRequestAsyncOperation> ops)
|
||||
{
|
||||
while (ops.Any(op => !op.isDone))
|
||||
{
|
||||
if (ops.Any(op => op.isDone && op.webRequest.result == UnityWebRequest.Result.Success))
|
||||
{
|
||||
private IEnumerator WaitForAnyRequest(List<UnityWebRequestAsyncOperation> ops) {
|
||||
while (ops.Any(op => !op.isDone)) {
|
||||
if (ops.Any(op => op.isDone && op.webRequest.result == UnityWebRequest.Result.Success)) {
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -262,10 +229,8 @@ namespace SGModule.Net
|
||||
|
||||
var successOp = ops.FirstOrDefault(op => op.webRequest.result == UnityWebRequest.Result.Success);
|
||||
|
||||
if (successOp == null)
|
||||
{
|
||||
foreach (var op in ops.Where(op => op.isDone))
|
||||
{
|
||||
if (successOp == null) {
|
||||
foreach (var op in ops.Where(op => op.isDone)) {
|
||||
Log.Net.Warning($"请求失败: {op.webRequest.url}, 错误: {op.webRequest.error}");
|
||||
}
|
||||
}
|
||||
@@ -275,41 +240,32 @@ namespace SGModule.Net
|
||||
}
|
||||
|
||||
// 添加或删除检查 URL
|
||||
public void AddCheckUrl(string url)
|
||||
{
|
||||
if (!checkUrls.Contains(url))
|
||||
{
|
||||
public void AddCheckUrl(string url) {
|
||||
if (!checkUrls.Contains(url)) {
|
||||
checkUrls.Add(url);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveCheckUrl(string url)
|
||||
{
|
||||
if (checkUrls.Contains(url))
|
||||
{
|
||||
public void RemoveCheckUrl(string url) {
|
||||
if (checkUrls.Contains(url)) {
|
||||
checkUrls.Remove(url);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddPingTarget(string ip)
|
||||
{
|
||||
if (!_pingAddresses.Contains(ip))
|
||||
{
|
||||
public void AddPingTarget(string ip) {
|
||||
if (!_pingAddresses.Contains(ip)) {
|
||||
_pingAddresses.Add(ip);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemovePingTarget(string ip)
|
||||
{
|
||||
if (_pingAddresses.Contains(ip))
|
||||
{
|
||||
public void RemovePingTarget(string ip) {
|
||||
if (_pingAddresses.Contains(ip)) {
|
||||
_pingAddresses.Remove(ip);
|
||||
}
|
||||
}
|
||||
|
||||
// 切换是否使用 Ping 检测
|
||||
public void SetUsePingCheck(bool enablePing)
|
||||
{
|
||||
public void SetUsePingCheck(bool enablePing) {
|
||||
usePingCheck = enablePing;
|
||||
#if UNITY_WEBGL
|
||||
usePingCheck = false;
|
||||
@@ -317,10 +273,8 @@ usePingCheck = false;
|
||||
_checkInterval = usePingCheck ? PingInterval : WebRequestInterval;
|
||||
}
|
||||
|
||||
private bool QuickNetDeviceCheck()
|
||||
{
|
||||
if (Application.isEditor)
|
||||
{
|
||||
private bool QuickNetDeviceCheck() {
|
||||
if (Application.isEditor) {
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user