using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GameCore;
namespace GameLogic {
//public enum MultiLan
//{
// CN = 0,
// EN
//}
[System.Serializable]
public class ServerInfo
{
public string ServerName;
public string ServerUrl;
}
[System.Serializable]
public class SettingInfo
{
///
/// logLevel
///
public LogLevel logLevel;
///
/// 是否为debug
///
public bool isDebug;
///
/// 是否为ab包模式
///
public bool bundleMode;
///
/// 是否开启LuaAB包模式
///
public bool luaBundleMode;
///
/// 是否开启热更新
///
public bool isUpdate;
///
/// 是否开启SDK
///
public bool isSDK;
///
/// 是否开启SDK登录
///
public bool isSDKLogin;
///
/// 是否开启新手引导
///
public bool isGuide;
///
/// 是否开启GM
///
public bool isOpenGM;
///
/// 是否勾选TLog(lua表结构log)
///
public bool isOpenTLog;
///
/// 是否勾选BLog(战斗数据log)
///
public bool isOpenBLog;
///
/// 初始语言
///
public int originLan;
}
[ExecuteInEditMode]
///
/// 游戏设置
///
public class GameSettings : MonoBehaviour
{
[SerializeField]
public SettingInfo settingInfo;
void Awake()
{
InitGameSettings();
}
void Update()
{
InitGameSettings();
}
void InitGameSettings()
{
if (settingInfo != null)
{
BaseLogger.isDebug = settingInfo.isDebug;
BaseLogger.level = settingInfo.logLevel;
AppConst.bundleMode = settingInfo.bundleMode;
AppConst.isUpdate = settingInfo.isUpdate;
AppConst.isGuide = settingInfo.isGuide;
AppConst.isOpenGM = settingInfo.isOpenGM;
AppConst.isSDK = settingInfo.isSDK;
AppConst.isSDKLogin = settingInfo.isSDKLogin;
AppConst.luaBundleMode = settingInfo.luaBundleMode;
AppConst.isOpenTLog = settingInfo.isOpenTLog;
AppConst.isOpenBLog = settingInfo.isOpenBLog;
AppConst.originLan = settingInfo.originLan;
AppConst.ChannelType = SDK.SDKChannelConfigManager.Instance.ChannelType;
}
Application.targetFrameRate = AppConst.GameFrameRate;
}
}
}