Esempio n. 1
0
        private void Start()
        {
            _downloader            = gameObject.GetComponent <Downloader>();
            _downloader.onUpdate   = OnUpdate;
            _downloader.onFinished = OnComplete;

            _monitor          = gameObject.GetComponent <NetworkMonitor>();
            _monitor.listener = this;

            _savePath = string.Format("{0}/DLC/", Application.persistentDataPath);

#if UNITY_EDITOR//编辑器下platform矫正
    #if UNITY_IPHONE
            _platform = GetPlatformForAssetBundles(RuntimePlatform.IPhonePlayer);
    #elif UNITY_ANDROID
            _platform = GetPlatformForAssetBundles(RuntimePlatform.Android);
    #else
            _platform = GetPlatformForAssetBundles(Application.platform);
    #endif
#else//打包出来后platform就没问题了
            _platform       = GetPlatformForAssetBundles(Application.platform);
            developmentMode = false;
#endif
            _step = STEP_IDLE;

            Assets.updatePath = _savePath;
        }
        private void Start()
        {
            _downloader            = gameObject.GetComponent <Downloader>();
            _downloader.onUpdate   = OnUpdate;
            _downloader.onFinished = OnComplete;

            _monitor          = gameObject.GetComponent <NetworkMonitor>();
            _monitor.listener = this;

            _savePath = string.Format("{0}/DLC/", Application.persistentDataPath);
            _platform = GetPlatformForAssetBundles(Application.platform);

            _step = Step.Wait;

            Assets.updatePath = _savePath;

#if UNITY_EDITOR
            if (development)
            {
                StartUpdate();
            }
            else
            {
                _step = Step.Version;
            }
#else
            _step = Step.Version;
#endif
        }
Esempio n. 3
0
        private void Start()
        {
            _downloader            = gameObject.GetComponent <Downloader>();
            _downloader.onUpdate   = OnUpdate;
            _downloader.onFinished = OnComplete;

            _monitor          = gameObject.GetComponent <NetworkMonitor>();
            _monitor.listener = this;

            _savePath = string.Format("{0}/DLC/", Application.persistentDataPath);
            _platform = GetPlatformForAssetBundles(Application.platform);

            _step = STEP_IDLE;

            Assets.updatePath = _savePath;
        }