/// <summary> /// 添加本地已有版本 /// </summary> private void AddAndSaveLocalVersion(EXEFileLocation location) { if (versionLocationsList.Exists((item) => { return(item.version == location.version); }))//传入的location和list中已有的只是值相同 还是要通过version比较一下 { UIManager.GetInstance().ShowMessagePanel(new MessageParam { content = string.Format("Unity{0} 已添加 !", location.version) }); Debug.LogError(location.version + "已添加"); return; } EngineInfoUI engineUI = Instantiate(engineUIPrefab, scrollContent) as EngineInfoUI; engineUI.Init(EngineType.UnityEngine, location); versionLocationsList.Add(location); string json = InterfacePlatformTools.Serialize(versionLocationsList); InterfacePlatformTools.WriteBytes(JsonType.UnityEditorLocalVersion, json); }
/// <summary> /// 初始化所有本地有的版本UnityEditor /// StreamingAsset下面存一个模板 /// </summary> private void InitAllUnityLocalVersion() { versionLocationsList = new List <EXEFileLocation>(); string localEditorInfo = InterfacePlatformTools.ReadText(JsonType.UnityEditorLocalVersion); if (string.IsNullOrEmpty(localEditorInfo)) { return; } List <EXEFileLocation> exeLocations = InterfacePlatformTools.Deserialize <List <EXEFileLocation> >(localEditorInfo); foreach (var item in exeLocations) { var location = new EXEFileLocation(item.version, item.localpath); versionLocationsList.Add(location);//存入字典 方便添加时覆盖 EngineInfoUI engineUI = Instantiate(engineUIPrefab, scrollContent) as EngineInfoUI; engineUI.Init(EngineType.UnityEngine, location); } }