// 获取打包场景配置 static CBuildAllConfig GetBuildConfigAll() { if (File.Exists(sStrBuildSceneConfig) == false) { return(null); } string strConfig = GameEditorUtil.TextResourceLoadAtPath(sStrBuildSceneConfig); if (string.IsNullOrEmpty(strConfig)) { return(null); } CBuildAllConfig buildConfig = GameUtil.ReadFromXmlString <CBuildAllConfig>(strConfig); return(buildConfig); }
/// <summary> /// 设置打包运行时设置 /// </summary> private static void SetBuilderRunningTimeSettings(TSysRunningType tType) { RunningTimeSettings.SystemRunningType = tType; sBuildAllConfig = GetBuildConfigAll(); switch (tType) { case TSysRunningType.enEditor: { } break; case TSysRunningType.enRelease: { } break; } }
static void CreateEmptyBuildAll() { CBuildAllConfig config = new CBuildAllConfig(); config.AudioList = new List <CBuildAllAudio>(); config.ObjectList = new List <CBuildAllObject>(); config.ParticleList = new List <CBuildAllParticle>(); config.SceneList = new List <CBuildAllScene>(); config.UIList = new List <CBuildAllUI>(); if (File.Exists(sStrBuildSceneConfig) == true) { NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox( "配置已经存在,重新生成会覆盖原来的配置,继续生成吗?", "警告", () => { GameUtil.SaveToXmlFile(config, sStrBuildSceneConfig); NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox("生成成功"); }, null); return; } GameUtil.SaveToXmlFile(config, sStrBuildSceneConfig); NS_GAMEEDITOR.GameEditorUtil.ShowMessageBox("生成成功"); }