【Version工具】修改配置文件走svn
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@ -32,3 +32,4 @@ BuildABs/Android/
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ExportProject/
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ExportProject/
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BattleRecord/
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BattleRecord/
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*.csproj
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*.csproj
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ClientConfig/
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 6f85285cf16cbc44f96244eb7c68f8f6
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,45 @@
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using GameEditor.Util;
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public class ClientConfigManager
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{
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private static ClientConfigManager _instance;
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public static ClientConfigManager Instance
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{
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get
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{
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if (_instance == null)
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{
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if (_instance == null)
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{
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_instance = new ClientConfigManager();
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}
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}
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return _instance;
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}
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}
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private string svnPath = "svn://60.1.1.230/jieling/ClientConfig";
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private string localPath = Application.dataPath + "/../ClientConfig";
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public void SVN_Update()
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{
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if (!Directory.Exists(localPath))
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{
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Directory.CreateDirectory(localPath);
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ProcessUtil.ProcessCommand(Application.dataPath, "svn checkout " + svnPath + " "+ localPath);
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}
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ProcessUtil.ProcessCommand(localPath, "svn update");
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}
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public string[] GetVersionList()
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{
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string versionPath = localPath + "/Version";
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string[] list = Directory.GetDirectories(versionPath);
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Debug.LogError(list.Length);
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return list;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6c926022158ec844398d3823239f8559
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -255,7 +255,7 @@ namespace GameEditor.FrameTool {
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public class VersionWindow : EditorWindow
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public class VersionWindow : EditorWindow
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{
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{
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static string versionPath = Application.dataPath + "/../Version";
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static string versionPath = Application.dataPath + "/../Version";
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static string editorVersion = Application.dataPath + "/../AssetBundles/" + AppConst.GameVersionFile;
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static string editorVersion = Application.dataPath + "/../AssetBundles";// + AppConst.GameVersionFile;
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//static string persistVersion = Application.dataPath + "/Resources/version.txt";
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//static string persistVersion = Application.dataPath + "/Resources/version.txt";
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static string streamVersion = AppConst.StreamPath + AppConst.GameVersionFile;
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static string streamVersion = AppConst.StreamPath + AppConst.GameVersionFile;
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@ -283,9 +283,10 @@ namespace GameEditor.FrameTool {
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// 加载version文件
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// 加载version文件
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private static void LoadVersion(string path)
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private static void LoadVersion(string path)
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{
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{
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if (!string.IsNullOrEmpty(path) && File.Exists(path))
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versionPath = path + "/" + AppConst.GameVersionFile;
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if (!string.IsNullOrEmpty(versionPath) && File.Exists(versionPath))
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{
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{
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string json = File.ReadAllText(path);
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string json = File.ReadAllText(versionPath);
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m_VersionTxt = JsonUtility.FromJson<VersionTxt>(json);
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m_VersionTxt = JsonUtility.FromJson<VersionTxt>(json);
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}
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}
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if (!path.Equals(editorVersion))
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if (!path.Equals(editorVersion))
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@ -322,11 +323,12 @@ namespace GameEditor.FrameTool {
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// 加载version目录
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// 加载version目录
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private static void LoadDic()
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private static void LoadDic()
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{
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{
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if (!string.IsNullOrEmpty(versionPath) && Directory.Exists(versionPath))
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//if (!string.IsNullOrEmpty(versionPath) && Directory.Exists(versionPath))
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{
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//{
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m_Files = Directory.GetFiles(versionPath, "*.txt", SearchOption.AllDirectories);
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ClientConfigManager.Instance.SVN_Update();
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m_Choose = new bool[m_Files.Length];
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m_Files = ClientConfigManager.Instance.GetVersionList();//Directory.GetFiles(versionPath, "*.txt", SearchOption.AllDirectories);
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}
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m_Choose = new bool[m_Files.Length];
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//}
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}
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}
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void OnGUI()
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void OnGUI()
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{
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{
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