void ChangeScheme(string newScheme, string oldScheme) { SchemeDataService.ChangeScheme(newScheme); m_currentSchemeData = SDKManager.LoadGameSchemeConfig(); m_currentSelectIndex = GetCurrentSelectIndex(); LoadSchemeData(m_currentSchemeData); }
/// <summary> /// 新建方案 /// </summary> void CreateConfigGUI() { EditorGUI.indentLevel = 0; isConfigFold = EditorGUILayout.Foldout(isConfigFold, "新增方案"); if (isConfigFold) { EditorGUI.indentLevel = 1; configName = EditorGUILayout.TextField("方案名", configName); if (!SchemeDataService.IsExitsSchemeName(configName) && configName != "") { EditorGUILayout.BeginHorizontal(); EditorGUILayout.Space(); if (GUILayout.Button("新增", GUILayout.Width(position.width - 60))) { CreateScheme(configName); } EditorGUILayout.Space(); EditorGUILayout.EndHorizontal(); } else { if (SchemeDataService.ConfigNameList.Contains(configName)) { EditorGUILayout.LabelField("方案名重复"); } } } EditorGUILayout.Space(); }
void SaveConfigGUI() { if (GUILayout.Button("保存")) { SchemeDataService.SaveEditorSchemeData(); SchemeDataService.SaveGameSchemeConfig(m_currentSchemeData); } }
void OnProjectChange() { SchemeDataService.ReloadEditorSchemeData(); m_currentSchemeData = SDKManager.LoadGameSchemeConfig(); m_currentSelectIndex = GetCurrentSelectIndex(); LoadSchemeData(m_currentSchemeData); CreateReadMe(); }
void DelectScheme() { SchemeDataService.DelectScheme(m_currentSchemeData); //移除宏定义 EditorExpand.ChangeDefine(new string[] { }, new string[] { m_currentSchemeData.SchemeName }); m_currentSchemeData = null; m_currentSelectIndex = GetCurrentSelectIndex(); }
void OnEnable() { ResourcesConfigManager.Initialize(); EditorGUIStyleData.Init(); SchemeDataService.ReloadEditorSchemeData(); m_currentSchemeData = SDKManager.LoadGameSchemeConfig(); m_currentSelectIndex = GetCurrentSelectIndex(); LoadSchemeData(m_currentSchemeData); CreateReadMe(); }
void DelectSchemeGUI() { if (GUILayout.Button("删除当前方案")) { if (EditorUtility.DisplayDialog("警告", "删除方案会删除对应的插件文件夹\n要继续吗?", "是", "取消")) { SchemeDataService.DelectScheme(m_currentSchemeData); m_currentSchemeData = null; m_currentSelectIndex = GetCurrentSelectIndex(); } } }
void CreateScheme(string SchemeName) { SchemeData data = new SchemeData(); data.SchemeName = SchemeName; SchemeDataService.ConfigList.Add(data); SchemeDataService.ConfigNameList.Add(data.SchemeName); configName = ""; SchemeDataService.SaveEditorSchemeData(); }
void SaveScheme() { SchemeDataService.SaveEditorSchemeData(); SchemeDataService.SaveGameSchemeConfig( SchemeDataService.CreateSchemeData( m_currentSchemeData.SchemeName, m_LoginScheme, m_ADScheme, m_PayScheme, m_LogScheme, m_otherScheme )); }
void CreateScheme(string SchemeName) { SchemeData data = SchemeDataService.AddScheme(SchemeName); //如果当前没有方案,则把新建的方案设为当前方案 if (m_currentSchemeData == null) { m_currentSchemeData = data; m_currentSelectIndex = GetCurrentSelectIndex(); LoadSchemeData(m_currentSchemeData); SaveScheme(); //设置宏定义 EditorExpand.ChangeDefine(new string[] { SchemeName }, new string[] { }); } }
void SaveScheme() { m_currentSchemeData = SchemeDataService.CreateSchemeData( m_currentSchemeData.SchemeName, m_currentSchemeData.UseNewSDKManager, m_LoginScheme, m_ADScheme, m_PayScheme, m_LogScheme, m_otherScheme ); SchemeDataService.SaveGameSchemeConfig(m_currentSchemeData); SchemeDataService.UpdateSchemeData(m_currentSchemeData); SchemeDataService.SaveEditorSchemeData(); }
/// <summary> /// 切换渠道 /// </summary> static void ChangeChannel(string channelName) { #if UNITY_ANDROID SchemeDataService.ChangeScheme(channelName); #endif }
void OnProjectChange() { SchemeDataService.ReloadEditorSchemeData(); }