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; } } }