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- using UnityEngine;
- namespace XGame.Framework
- {
- [CreateAssetMenu(fileName = "XGameConfig", menuName = "XGame/XGame Config")]
- public sealed class XGameConfig : ScriptableObject
- {
- /// <summary>
- /// 项目名
- /// </summary>
- public string productName = "Demo";
- /// <summary>
- /// 项目的启动Assembly GUID
- /// </summary>
- public string launchAssemblyGUID;
- /// <summary>
- /// 项目的启动Assembly 名字
- /// </summary>
- public string launchAssemblyName;
- /// <summary>
- /// 项目的启动场景GUID
- /// </summary>
- public string launchSceneGUID;
- /// <summary>
- /// 项目的启动场景名字
- /// </summary>
- public string launchSceneName;
- /// <summary>
- /// 项目的启动脚本GUID
- /// XGame.Framework.IGameLogic的实现类
- /// </summary>
- public string gameLogicGUID;
- /// <summary>
- /// 项目的启动脚本名字
- /// XGame.Framework.IGameLogic的实现类
- /// </summary>
- public string gameLogicTypeName;
- #region 静态代码 Runtime用
- public static XGameConfig Load()
- {
- return Asset.AssetManager.LoadSync<XGameConfig>(Define.AssetDefine.XGAME_CONFIG_NAME);
- }
- public static void Unload(XGameConfig config)
- {
- if (config != null)
- {
- Asset.AssetManager.Recycle(config);
- }
- }
- #endregion
- }
- }
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