using System.Collections; 
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using System.Collections.Generic; 
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using UnityEngine; 
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using System.IO; 
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using System; 
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#if UNITY_EDITOR 
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using UnityEditor; 
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#endif 
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public class InGameDownTestUtility 
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{ 
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    public static bool enable 
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    { 
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        get { return LocalSave.GetBool("InGameDownLoadTestEanble", false); } 
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        set { LocalSave.SetBool("InGameDownLoadTestEanble", value); } 
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    } 
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    public static bool isWifi 
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    { 
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        get { return LocalSave.GetBool("InGameDownLoadWifi", true); } 
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        set { LocalSave.SetBool("InGameDownLoadWifi", value); } 
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    } 
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    public static bool isReadStreamingAssets 
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    { 
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        get { return LocalSave.GetBool("isReadStreamingAssets", false); } 
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        set { LocalSave.SetBool("isReadStreamingAssets", value); } 
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    } 
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    public static bool isReadVesionEx 
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    { 
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        get { return LocalSave.GetBool("isReadVesionEx", false); } 
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        set { LocalSave.SetBool("isReadVesionEx", value); } 
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    } 
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    public static bool isPartPackage 
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    { 
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        get { return LocalSave.GetBool("InGameDownLoadPartPackage", false); } 
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        set { LocalSave.SetBool("InGameDownLoadPartPackage", value); } 
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    } 
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    public static void ClearAssets() 
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    { 
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        Directory.Delete(Application.persistentDataPath, true); 
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        LocalSave.DeleteKey("HasDownLoadFullAsset"); 
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    } 
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#if UNITY_EDITOR 
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    [RuntimeInitializeOnLoadMethod] 
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    public static void Init() 
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    { 
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        if (InGameDownTestUtility.enable) 
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        { 
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            VersionConfig.Get().assetAccess = InstalledAsset.NullAsset; 
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        } 
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        else 
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        { 
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            VersionConfig.Get().assetAccess = InstalledAsset.IngoreDownLoad; 
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        } 
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        VersionConfig.Get().partAssetPackage = InGameDownTestUtility.isPartPackage; 
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    } 
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#endif 
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    public static bool GetReadVerionEx() 
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    { 
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#if UNITY_EDITOR 
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        //生成VersionConfigEx.txt 提供给AOT启动时使用 
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        var json = JsonUtility.ToJson(VersionConfig.Get()); 
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        string versionConfigExFile = Application.dataPath + "/Resources/VersionConfigEx.txt"; 
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        if (File.Exists(versionConfigExFile)) 
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        { 
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            File.Delete(versionConfigExFile); 
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        } 
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        File.WriteAllText(versionConfigExFile, json); 
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        AssetDatabase.SaveAssets(); 
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        AssetDatabase.Refresh(); 
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        Debug.Log("同步VersionConfigEx.txt成功"); 
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#endif 
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        return enable && isReadVesionEx; 
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    } 
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} 
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