示例#1
0
        private static void SetUserSetting()
        {
            PersistenceData.SavePrefsData("ASSET_PACKAGER_WHOLE_MODULE", wholeModule);

            RunningTimeData.SetRunningData(CommonKey.VERSION_LOCAL, version.ToString());
            RunningTimeData.Record();
        }
示例#2
0
        protected override void OnEnd()
        {
            //更新本地版本号
            string _serverVersion = serverConfigs[CommonKey.VERSION_SERVER];

            RunningTimeData.SetRunningData(CommonKey.VERSION_LOCAL, _serverVersion);
            RunningTimeData.Record();
            base.OnEnd();
        }
示例#3
0
        private void SetUserSetting()
        {
            ComponentDataSetServer();
            ComponentDataSetBundleIdentify();

            //基础模块(针对业务逻辑)
            string _baseJson = JsonMapper.ToJson(baseModule);

            RunningTimeData.SetRunningData("JSON_BASE_MODULE", _baseJson);

            //平台
            PersistenceData.SavePrefsData("BUNDLE_PLANTFORM", (int)bt);
            //是否debug版本
            PersistenceData.SavePrefsData("BUNDLE_ISDEBUG", isDebug);
            //全包含资源
            PersistenceData.SavePrefsData("BUNDLE_ISFULL", isFull);
            //分离体
            PersistenceData.SavePrefsData("BUNDLE_ISDEPART", buildDepartPackage);
            //不打新资源(不存在依然会打包资源)
            PersistenceData.SavePrefsData("BUNDLE_ISOLDRES", oldRes);
        }
 private void ComponentOnBuildWorkServer()
 {
     RunningTimeData.SetRunningData("DEFAULT_SERVER", gameServers[chooseServerCount]);
     RunningTimeData.SetRunningData("URL_HOTUPDATE", hotServers[chooseServerCount]);
     RunningTimeData.Record();
 }
 private void ComponentDataSetServer()
 {
     RunningTimeData.SetRunningData("SWITCH_USE_HOTUPDATE", useHotupdate.ToString());
 }
示例#6
0
 private void ComponentDataSetBundleIdentify()
 {
     //版本
     RunningTimeData.SetRunningData(CommonKey.VERSION_LOCAL, version.ToString());
 }