Пример #1
0
 void ChangeScheme(string newScheme, string oldScheme)
 {
     SchemeDataService.ChangeScheme(newScheme);
     m_currentSchemeData  = SDKManager.LoadGameSchemeConfig();
     m_currentSelectIndex = GetCurrentSelectIndex();
     LoadSchemeData(m_currentSchemeData);
 }
Пример #2
0
    /// <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();
    }
Пример #3
0
 void SaveConfigGUI()
 {
     if (GUILayout.Button("保存"))
     {
         SchemeDataService.SaveEditorSchemeData();
         SchemeDataService.SaveGameSchemeConfig(m_currentSchemeData);
     }
 }
Пример #4
0
    void OnProjectChange()
    {
        SchemeDataService.ReloadEditorSchemeData();
        m_currentSchemeData  = SDKManager.LoadGameSchemeConfig();
        m_currentSelectIndex = GetCurrentSelectIndex();
        LoadSchemeData(m_currentSchemeData);

        CreateReadMe();
    }
Пример #5
0
    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();
    }
Пример #6
0
    void OnEnable()
    {
        ResourcesConfigManager.Initialize();
        EditorGUIStyleData.Init();
        SchemeDataService.ReloadEditorSchemeData();
        m_currentSchemeData  = SDKManager.LoadGameSchemeConfig();
        m_currentSelectIndex = GetCurrentSelectIndex();
        LoadSchemeData(m_currentSchemeData);

        CreateReadMe();
    }
Пример #7
0
 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();
         }
     }
 }
Пример #8
0
    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
             ));
 }
Пример #10
0
    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[] { });
        }
    }
Пример #11
0
    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
    }
Пример #13
0
 void OnProjectChange()
 {
     SchemeDataService.ReloadEditorSchemeData();
 }