Пример #1
0
    void SaveConfig()
    {
        Dictionary <string, SingleField> config = new Dictionary <string, SingleField>();

        //保存默认语言
        config.Add(LanguageManager.c_defaultLanguageKey, new SingleField(m_defaultLanguage.ToString()));

        //保存语言列表
        List <string> languageList = new List <string>();

        foreach (var item in s_languageList)
        {
            if (item != "None")
            {
                languageList.Add(item);
            }
        }
        config.Add(LanguageManager.c_languageListKey, new SingleField(languageList));

        //保存模块列表
        List <string> moduleList = new List <string>();

        foreach (var item in s_languageKeyDict)
        {
            moduleList.Add(item.Key);
        }
        config.Add(LanguageManager.c_moduleListKey, new SingleField(moduleList));

        ConfigEditorWindow.SaveData(LanguageManager.c_configFileName, config);
    }
Пример #2
0
    void InitHotUpdateConfig()
    {
        Dictionary <string, SingleField> hotUpdateConfig = new Dictionary <string, SingleField>();

        hotUpdateConfig.Add(HotUpdateManager.c_testDownLoadPathKey, new SingleField(""));
        hotUpdateConfig.Add(HotUpdateManager.c_downLoadPathKey, new SingleField(""));
        hotUpdateConfig.Add(HotUpdateManager.c_UseTestDownLoadPathKey, new SingleField(false));

        ConfigEditorWindow.SaveData(HotUpdateManager.c_HotUpdateConfigName, hotUpdateConfig);
    }
Пример #3
0
    void SaveConfig()
    {
        Dictionary <string, SingleField> data = new Dictionary <string, SingleField>();

        SingleField isSecret  = new SingleField(true);
        SingleField publicKey = new SingleField("publickey");

        data.Add(EncryptionService.c_isSecretKey, isSecret);
        data.Add(EncryptionService.c_publickey, publicKey);

        ConfigEditorWindow.SaveData(EncryptionService.c_EncryptionConfig, data);
    }
 /// <summary>
 /// 将传入的SchemeData保存到游戏可以读取的地方
 /// </summary>
 /// <param name="schemeData"></param>
 public static void SaveGameSchemeConfig(SchemeData schemeData)
 {
     if (schemeData != null)
     {
         Dictionary <string, SingleField> config = new Dictionary <string, SingleField>();
         config.Add(SDKManager.c_KeyName, new SingleField(JsonUtility.ToJson(schemeData)));
         ConfigEditorWindow.SaveData(SDKManager.c_ConfigName, config);
     }
     else
     {
         File.Delete(ConfigEditorWindow.GetConfigPath(SDKManager.c_ConfigName));
     }
 }
    void HotUpdateConfigGUI()
    {
        if (!ConfigManager.GetIsExistConfig(HotUpdateManager.c_HotUpdateConfigName))
        {
            if (GUILayout.Button("热更新设置初始化"))
            {
                Dictionary <string, SingleField> hotUpdateConfig = new Dictionary <string, SingleField>();
                hotUpdateConfig.Add(HotUpdateManager.c_testDownLoadPathKey, new SingleField(""));
                hotUpdateConfig.Add(HotUpdateManager.c_downLoadPathKey, new SingleField(""));
                hotUpdateConfig.Add(HotUpdateManager.c_UseTestDownLoadPathKey, new SingleField(false));

                ConfigEditorWindow.SaveData(HotUpdateManager.c_HotUpdateConfigName, hotUpdateConfig);
            }
        }
    }
    /// <summary>
    /// 将传入的SchemeData保存到游戏可以读取的地方
    /// </summary>
    /// <param name="schemeData"></param>
    public static void SaveGameSchemeConfig(SchemeData schemeData)
    {
        Debug.Log("SaveGameSchemeConfig " + schemeData.LoginScheme.Count + " " + schemeData.SchemeName);

        if (schemeData != null)
        {
            Dictionary <string, SingleField> config = new Dictionary <string, SingleField>();
            config.Add(SDKManager.c_KeyName, new SingleField(JsonUtility.ToJson(schemeData)));
            ConfigEditorWindow.SaveData(SDKManager.c_ConfigName, config);
            ConfigManager.CleanCache();
        }
        else
        {
            File.Delete(ConfigEditorWindow.GetConfigPath(SDKManager.c_ConfigName));
        }
    }
Пример #7
0
    void SaveLuaConfig()
    {
        //Lua库文件
        string luaLibConfig = "";

        for (int i = 0; i < m_LuaLibFileList.Count; i++)
        {
            luaLibConfig += m_LuaLibFileList[i];
            if (i != m_LuaLibFileList.Count - 1)
            {
                luaLibConfig += "|";
            }
        }

        //Lua文件
        string luaConfig = "";

        for (int i = 0; i < m_LuaFileList.Count; i++)
        {
            luaConfig += m_LuaFileList[i];
            if (i != m_LuaFileList.Count - 1)
            {
                luaConfig += "|";
            }
        }

        if (!m_luaConfig.ContainsKey(LuaManager.c_LuaListKey))
        {
            m_luaConfig.Add(LuaManager.c_LuaListKey, new SingleField(luaConfig));
        }
        else
        {
            m_luaConfig[LuaManager.c_LuaListKey].m_content = luaConfig;
        }

        if (!m_luaConfig.ContainsKey(LuaManager.c_LuaLibraryListKey))
        {
            m_luaConfig.Add(LuaManager.c_LuaLibraryListKey, new SingleField(luaLibConfig));
        }
        else
        {
            m_luaConfig[LuaManager.c_LuaLibraryListKey].m_content = luaLibConfig;
        }

        ConfigEditorWindow.SaveData(LuaManager.c_LuaConfigName, m_luaConfig);
    }
Пример #8
0
    void GetAllConfigName()
    {
        EditorGUI.indentLevel = 0;

        isConfigFold = EditorGUILayout.Foldout(isConfigFold, "新增方案");

        if (isConfigFold)
        {
            EditorGUI.indentLevel = 1;

            configName = EditorGUILayout.TextField("方案名", configName);

            if (!IsExitsSchemeName(configName) && configName != "")
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.Space();
                if (GUILayout.Button("新增", GUILayout.Width(position.width - 60)))
                {
                    Dictionary <string, SingleField> dict = new Dictionary <string, SingleField>();
                    ConfigEditorWindow.SaveData(configName, dict);

                    //LoadConfig(configName);

                    configName = "";
                }

                EditorGUILayout.Space();
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                if (m_configNameList.Contains(configName))
                {
                    EditorGUILayout.LabelField("方案名重复");
                }
            }
        }

        EditorGUILayout.Space();
    }
Пример #9
0
    void SaveSchemeConfig()
    {
        SaveCurrentSchemeConfig();

        Dictionary <string, object>      editConfig = new Dictionary <string, object>();
        Dictionary <string, SingleField> config     = new Dictionary <string, SingleField>();

        List <string> list = new List <string>();

        for (int i = 0; i < m_configList.Count; i++)
        {
            list.Add(JsonUtility.ToJson(m_configList[i]));
        }

        editConfig.Add(s_schemeKey, list);
        editConfig.Add(s_currentSchemeKey, currentSchemeData.SchemeName);

        config.Add(SDKManager.c_KeyName, new SingleField(JsonUtility.ToJson(currentSchemeData)));

        ConfigEditorWindow.SaveEditorConfigData(s_editorConfigName, editConfig);
        ConfigEditorWindow.SaveData(SDKManager.c_ConfigName, config);

        UnityEditor.AssetDatabase.Refresh();
    }