Example #1
0
    public static bool CheckLocalVersion()
    {
        try
        {
            string StreamPath = PathTool.GetAbsolutePath(ResLoadLocation.Streaming, c_versionFileName.ToLower());

            //判断本地文件是否存在
            if (!File.Exists(StreamPath))
            {
                Debug.LogError("本地 Version 文件不存在,请先创建本地文件!");
                return(false);
            }
            int s_bigVersion   = 0;
            int s_smallVersion = 0;
            GetVersion(StreamPath, ref s_bigVersion, ref s_smallVersion);
            GameInfoCollecter.AddAppInfoValue("Streaming Bundle Version", s_bigVersion + "." + s_smallVersion);

            string persistentPath = PathTool.GetAssetsBundlePersistentPath() + c_versionFileName;
            //判断沙盒路径是否存在
            if (!File.Exists(persistentPath))
            {
                Debug.Log("沙盒 Version 文件不存在!");
                return(false);
            }

            int p_bigVersion   = 0;
            int p_smallVersion = 0;
            GetVersion(persistentPath, ref p_bigVersion, ref p_smallVersion);
            GameInfoCollecter.AddAppInfoValue("Persistent Bundle Version", p_bigVersion + "." + p_smallVersion);

            Debug.Log("largeVersionKey Streaming " + s_bigVersion + " 本地 " + p_bigVersion);
            Debug.Log("smallVersonKey Streaming  " + s_smallVersion + " 本地 " + p_smallVersion);

            //Streaming版本如果比Persistent版本还要新,则更新Persistent版本
            if (s_bigVersion > p_bigVersion ||
                (s_bigVersion == p_bigVersion && s_smallVersion > p_smallVersion) ||
                (s_bigVersion == p_bigVersion && s_smallVersion == p_smallVersion)
                )
            {
                Debug.Log("Streaming版本比Persistent版本还要新");
                MemoryManager.FreeMemory();
                RecordManager.CleanRecord(c_HotUpdateRecordName);
                AssetsManifestManager.LoadAssetsManifest();
            }
            return(true);
        }
        catch (Exception e)
        {
            Debug.LogError(e.ToString());
            //UpdateDateCallBack(HotUpdateStatusEnum.UpdateFail, 0);
        }

        return(false);
    }
Example #2
0
    /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="loadType"></param>
    /// <param name="useCache"></param>
    public static void Initialize(AssetsLoadType loadType, bool useCache)
    {
        //if (isInit)
        //    return;

        if (loadType == AssetsLoadType.AssetBundle)
        {
            useCache = true;
        }
        if (!Application.isPlaying)
        {
            useCache = false;
        }
        UseCache = useCache;
        ResourceManager.loadType = loadType;
        ReleaseAll();
        GameInfoCollecter.AddAppInfoValue("AssetsLoadType", loadType);

        loadAssetsController = new AssetsLoadController(loadType, useCache);
        //Debug.Log("ResourceManager初始化 AssetsLoadType:" + loadType + " useCache:" + useCache);
    }
Example #3
0
    public void Awake()
    {
        //Debug.Log("persistentDataPath:" + Application.persistentDataPath);
        instance = this;

        GameInfoCollecter.AddAppInfoValue("Build App Mode", m_AppMode);
        if (Application.platform != RuntimePlatform.WindowsEditor &&
            Application.platform != RuntimePlatform.OSXEditor)
        {
            try
            {
                string modeStr = PlayerPrefs.GetString("AppMode", m_AppMode.ToString());
                m_AppMode = (AppMode)Enum.Parse(typeof(AppMode), modeStr);
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
        }

        AppLaunch();
    }