Beispiel #1
0
    // 获取打包场景配置
    static CBuildAllConfig GetBuildConfigAll()
    {
        if (File.Exists(sStrBuildSceneConfig) == false)
        {
            return(null);
        }
        string strConfig = GameEditorUtil.TextResourceLoadAtPath(sStrBuildSceneConfig);

        if (string.IsNullOrEmpty(strConfig))
        {
            return(null);
        }
        CBuildAllConfig buildConfig = GameUtil.ReadFromXmlString <CBuildAllConfig>(strConfig);

        return(buildConfig);
    }
Beispiel #2
0
    /// <summary>
    /// 设置打包运行时设置
    /// </summary>
    private static void SetBuilderRunningTimeSettings(TSysRunningType tType)
    {
        RunningTimeSettings.SystemRunningType = tType;
        sBuildAllConfig = GetBuildConfigAll();
        switch (tType)
        {
        case TSysRunningType.enEditor:
        {
        }
        break;

        case TSysRunningType.enRelease:
        {
        }
        break;
        }
    }
Beispiel #3
0
    static void CreateEmptyBuildAll()
    {
        CBuildAllConfig config = new CBuildAllConfig();

        config.AudioList    = new List <CBuildAllAudio>();
        config.ObjectList   = new List <CBuildAllObject>();
        config.ParticleList = new List <CBuildAllParticle>();
        config.SceneList    = new List <CBuildAllScene>();
        config.UIList       = new List <CBuildAllUI>();
        if (File.Exists(sStrBuildSceneConfig) == true)
        {
            NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox(
                "配置已经存在,重新生成会覆盖原来的配置,继续生成吗?", "警告",
                () =>
            {
                GameUtil.SaveToXmlFile(config, sStrBuildSceneConfig);
                NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox("生成成功");
            },
                null);
            return;
        }
        GameUtil.SaveToXmlFile(config, sStrBuildSceneConfig);
        NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox("生成成功");
    }