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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