private static FinalPatchData GetFinalPatchData() { if (s_finalPatchData == null) { s_finalPatchData = FinalPatchData.Load(); } return(s_finalPatchData); }
internal static void Init(FinalPatchData data) { if (s_initialized) { return; } s_initialized = true; s_data = data; }
private void Awake() { DontDestroyOnLoad(gameObject); FinalPatchData data = Resources.Load <FinalPatchData>("FinalPatchData"); FinalPool.Init(data); FinalLoader.Init(data); FinalPatcher.Init(data, deployDataUrl, channel); }
internal static void Init(FinalPatchData data, string deployDataUrl, string channel) { if (s_initialized) { return; } s_initialized = true; s_data = data; s_deployDataUrl = deployDataUrl; s_channel = channel; if (s_data.patchAutoPatch) { AutoPatch(); } }
public static FinalPatchData Load() { FinalPatchData data = Resources.Load <FinalPatchData>("FinalPatchData"); if (data == null) { #if UNITY_EDITOR data = CreateInstance <FinalPatchData>(); string dir = Path.GetDirectoryName(FinalPatchConst.FINAL_PATCH_DATA_PATH); if (!Directory.Exists(dir)) { Directory.CreateDirectory(dir); } UnityEditor.AssetDatabase.CreateAsset(data, FinalPatchConst.FINAL_PATCH_DATA_PATH); UnityEditor.AssetDatabase.Refresh(); #endif } return(data); }
private void OnEnable() { FinalPatchData = FinalPatchData.Load(); FinalPatchEditorData = FinalPatchEditorData.Load(); Localization.OnLanguageChanged += OnLanguageChanged; m_mainTabSet = new TabSet(new Tab[] { new Tab(new BuildTabView(this)), new Tab(new DeployTabView(this)), new Tab(new AdvancedTabView(this)), }, FinalPatchEditorData.activeTab); m_mainTabSet.OnActiveIndexChanged += OnActiveTabChanged; m_tabLabels = new string[] { "tab_label_build", "tab_label_deploy", "tab_label_advanced", }; OnLanguageChanged(); }
internal static void Init(FinalPatchData data) { s_data = data; }