在此介绍一下使用可序列化类保存配置,并且将可序列化类保存成Unity的自定义文件(.asset),然后配置自定义文件(.asset)。
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsICM38FdsYkRGZkRG9lcvx2bjxiNx8VZ6l2cs0TPRpFMGdkYohnMMBjVtJWd0ckW65UbM5WOHJWa5kHT20ESjBjUIF2X0hXZ0xCMx81dvRWYoNHLrdEZwZ1Rh5WNXp1bwNjW1ZUba9VZwlHdssmch1mclRXY39CXldWYtlWPzNXZj9mcw1ycz9WL49zZuBnLyATOxQDOyUTMxEDOwEjMwIzLc52YucWbp5GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.png)
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;
}
也可配置图片、颜色、预制体、curve 等
读取: 如放在Resources文件夹下的assets文件夹下,则:
BuildConfigTool buildConfigTool = Resources.Load<BuildConfigTool>("assets/BuildConfig");
if (buildConfigTool.isBuildDev)
{
aaa();
}
else
{
bbb();
}