public static void BuildAll() { ProjectConfig.IsEditor = true; ProjectConfig.DoInit(""); BuildTools.BuildAssetBundles(); BuildTools.PackData(); BuildTools.BuildPlayer(); Debug.Log("Done!"); }
protected override void Awake() { #if UNITY_EDITOR ProjectConfig.IsEditor = true; UnityEngine.Debug.Log("ProjectConfig.IsBuildWithUnity " + ProjectConfig.IsBuildWithUnity); ProjectConfig.DoInit(); #endif base.Awake(); }
protected virtual void Awake() { ProjectConfig.DoInit(""); this.HasInit = true; Debug.Log(Application.persistentDataPath); TableManager.Init(ProjectConfig.ExcelPath, ".bytes"); Debug.Log(ProjectConfig.ExcelPath); Logger.OnMessage += UnityLogHandler.OnLog; this._serviceContainer = this.CreateServiceContainer(); this._serviceContainer.GetService <IGlobalStateService>().GameName = ProjectConfig.GameName; this._serviceContainer.GetService <IGlobalStateService>().IsClientMode = this.IsClientMode; this._serviceContainer.GetService <IGlobalStateService>().IsVideoMode = this.IsVideoMode; this._serviceContainer.GetService <ISimulatorService>().FuncCreateWorld = new FuncCreateWorld(this.CreateWorld); this.launcher.DoAwake(this._serviceContainer); }