/// <summary> /// 每次更新好一个文件后,把更新到的新的资源列表存储到内存中,并存储到本地 /// </summary> /// <param name="record"></param> public static void SaveDownloadedResList(AssetBundleAsset record) { if (downloadedResList != null) { if (downloadedResList.assets == null) { downloadedResList.assets = new List <AssetBundleAsset>(); } var res = downloadedResList.assets.Where(p => p.assetName.Equals(record.assetName)).ToList(); if (res.Count == 0) { downloadedResList.assets.Add(record); } else { res.First().crc = record.crc; } string jsonContent = downloadedResList.ToNewtonJson(); downloadedResListFilePath.WriteTextAssetContentStr(jsonContent); } }
/// <summary> /// 更新好后把服务器中的资源列表存储到内存中,并存储到本地 /// </summary> /// <param name="netResList"></param> public static void SaveLocalResList(AssetBundleAssetList netResList) { string jsonContent = netResList.ToNewtonJson(); LocalResListFilePath.WriteTextAssetContentStr(jsonContent); }