| | |
| | | #if !UNITY_EDITOR
|
| | | if (VersionConfigEx.Get().assetAccess == VersionConfigEx.InstalledAsset.IngoreDownLoad)
|
| | | {
|
| | | StartGame();
|
| | | ReadDllBytes(this.StartGame, true);
|
| | | }
|
| | | else
|
| | | {
|
| | |
| | | return path;
|
| | | }
|
| | |
|
| | | private async void ReadDllBytes(Action callback)
|
| | | private async void ReadDllBytes(Action callback, bool isIgnoreDownLoad = false)
|
| | | {
|
| | | foreach (var assetVersion in LocalResManager.Instance.assetVersions.Values)
|
| | | var values = isIgnoreDownLoad ? LocalResManager.Instance.localAssetVersions.Values : LocalResManager.Instance.assetVersions.Values;
|
| | | foreach (var assetVersion in values)
|
| | | {
|
| | | if (assetVersion.localValid)
|
| | | {
|