在此介紹一下使用可序列化類儲存配置,并且将可序列化類儲存成Unity的自定義檔案(.asset),然後配置自定義檔案(.asset)。
public enum LoadAssetsMode
{
Resources,
Bundle
}
[Serializable]
[CreateAssetMenu(menuName = "ScriptableOject/BuildConfig")]
public class BuildConfigTool : ScriptableObject
{
public string configVersion = "1.0.1";
public LoadAssetsMode loadAssetsMode;
public string keyStorePassword = "abcdef";
public string keyStoreAlias = "zjgd";
public string keyStoreAliasPassword = "123456";
public int bundleVersionCode = 1;
public bool isBuildDev;
}
也可配置圖檔、顔色、預制體、curve 等
讀取: 如放在Resources檔案夾下的assets檔案夾下,則:
BuildConfigTool buildConfigTool = Resources.Load<BuildConfigTool>("assets/BuildConfig");
if (buildConfigTool.isBuildDev)
{
aaa();
}
else
{
bbb();
}