Ejemplo n.º 1
0
        public static void CreatBuildSettings()
        {
            var target = BuildHelper.GetBuildSettings();

            Selection.activeObject = target;
            UnityEditor.EditorUtility.FocusProjectWindow();
        }
Ejemplo n.º 2
0
        private static void OnEditorInitialize()
        {
            UnityEditor.EditorUtility.ClearProgressBar();
            // 打包规则
            BuildHelper.GetBuildRules();
            // 打包设置
            BuildHelper.GetBuildSettings();
            // 创建Manifest配置
            BuildHelper.GetManifest();
            // 扩展工具配置
            BuildHelper.GetExTools();

            // Debug.Log("System.Environment.CurrentDirectory:"+System.Environment.CurrentDirectory);

            // Editor模式下,指定加载资源的方法
            GameUtility.Assets.loadHander = AssetDatabase.LoadAssetAtPath;
            // Debug.Log(Application.systemLanguage);
            // SystemLanguage.ChineseSimplified
            // Debug.Log(System.Threading.Thread.CurrentThread.CurrentCulture);
            // var cultures = System.Globalization.CultureInfo.GetCultureInfo("zh-HK").DisplayName;
            // var cultures = System.Globalization.CultureInfo.GetCultures(System.Globalization.CultureTypes.AllCultures);
            // settings.cultureInfos = new string[cultures.Length];
            // for (int i = 0; i < cultures.Length; i++)
            //     settings.cultureInfos[i] = cultures[i].DisplayName + ":" + cultures[i].Name;

            // var str = "Editor模式下,指定加载资源的方法";
            // var watch = new Stopwatch();
            // watch.Start();
            // var source = Utility.Zip.Compress(str);
            // watch.Stop();
            // Debug.Log("Compress " + watch.ElapsedMilliseconds + " ms.");
            // Debug.Log(source);

            // source = Utility.Zip.Decompress(source);
            // Debug.Log("Decompress " + watch.ElapsedMilliseconds + " ms.");
            // Debug.Log(source);

            //     if (null == stackTmp)
            //         temp = string.Empty;

            //     var allFrames = stackTmp.GetFrames();
            //     if (allFrames == null || allFrames.Length < 1)
            //         temp = string.Empty;


            //     var frameTmp = allFrames[0];

            //     //如果使用了dll注入可能会修改堆栈信息获取
            //     //这个时候只有最后一个frame才有正确的数据
            //     if (null == frameTmp || string.IsNullOrEmpty(frameTmp.GetFileName()))
            //     {
            //         frameTmp = allFrames[allFrames.Length - 1];
            //     }
            //    temp =  null == frameTmp || string.IsNullOrEmpty(frameTmp.GetFileName()) ? string.Empty : Utility.Path.GetRegularPath(frameTmp.GetFileName());
            //     UnityEngine.Debug.Log("OSA:"+temp);
        }
Ejemplo n.º 3
0
 void OnEnable()
 {
     buildSettings = BuildHelper.GetBuildSettings();
 }