using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Security.Cryptography; using System.Text; using UnityEngine; using System.Threading; [XLua.LuaCallCSharp] public class Config : Singleton { bool isPlaying = true; bool m_Inited = false; public bool inited { get { return m_Inited; } private set { m_Inited = value; } } public void SyncLoadConfigs() { } int GetMinWorkingTaskCount() { switch (Application.platform) { case RuntimePlatform.Android: if (DeviceUtility.cpu >= 4 && DeviceUtility.memory > 3.2f * 1024) { return 4; } else if (DeviceUtility.cpu >= 4 && DeviceUtility.memory > 2.5f * 1024) { return 2; } else { return 1; } case RuntimePlatform.IPhonePlayer: if (DeviceUtility.cpu > 1 && DeviceUtility.memory > 1.5f * 1024) { return 4; } else { return 1; } case RuntimePlatform.WindowsEditor: return 4; default: return 1; } } int GetMaxWorkingTaskCount() { switch (Application.platform) { case RuntimePlatform.Android: if (DeviceUtility.cpu >= 4 && DeviceUtility.memory > 3.2f * 1024) { return 20; } else if (DeviceUtility.cpu >= 4 && DeviceUtility.memory > 2.5f * 1024) { return 10; } else if (DeviceUtility.cpu > 1 && DeviceUtility.memory > 1.5f * 1024) { return 4; } else { return 1; } case RuntimePlatform.IPhonePlayer: if (DeviceUtility.cpu > 1 && DeviceUtility.memory > 1.5f * 1024) { return 10; } else { return 1; } case RuntimePlatform.WindowsEditor: return 20; default: return 5; } } private void OnApplicationOut() { isPlaying = false; } }