/// <summary> /// 将只读区版本文件初始化到可写区 /// </summary> private void InitVersionFileFormStreamingAssetsToLocal() { GameEntry.Log(LogCategory.Resource, "InitVersionFileFormStreamingAssetsToLocal"); m_LocalAssetsVersionDic = new Dictionary <string, AssetBundleInfoEntity>(); var enumerator = m_StreamingAssetsVersionDic.GetEnumerator(); while (enumerator.MoveNext()) { AssetBundleInfoEntity entity = enumerator.Current.Value; m_LocalAssetsVersionDic[enumerator.Current.Key] = new AssetBundleInfoEntity() { AssetBundleName = entity.AssetBundleName, MD5 = entity.MD5, Size = entity.Size, IsFirstData = entity.IsFirstData, IsEncrypt = entity.IsEncrypt }; } //保存版本文件 LocalAssetsManager.SaveVersionFile(m_LocalAssetsVersionDic); //保存版本号 m_LocalAssetsVersion = m_StreamingAssetsVersion; LocalAssetsManager.SetResourceVersion(m_LocalAssetsVersion); }
/// <summary> /// 保存资源版本号(用于检查版本更新完毕后 保存) /// </summary> public void SetResourceVersion() { m_LocalAssetsVersion = m_CDNVersion; LocalAssetsManager.SetResourceVersion(m_LocalAssetsVersion); }