chicken_dy/Assets/WX-WASM-SDK/Editor/WXEditorScriptObject.cs

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using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using System.Collections;
namespace WeChatWASM
{
[Serializable]
public class WXProjectConf
{
/// <summary>
/// 小游戏项目名
/// </summary>
public string projectName;
/// <summary>
/// 游戏appid
/// </summary>
public string Appid;
/// <summary>
/// 游戏资源CDN
/// </summary>
public string CDN;
/// <summary>
/// 首包资源加载方式
/// </summary>
public int assetLoadType;
/// <summary>
/// 视频url
/// </summary>
public string VideoUrl;
/// <summary>
/// 导出路径(绝对路径)
/// </summary>
public string DST = "";
/// <summary>
/// AB包CDN地址
/// </summary>
public string StreamCDN = "";
/// <summary>
/// bundle的hash长度
/// </summary>
public int bundleHashLength = 32;
/// <summary>
/// 路径中包含什么标识符表示下载bundle需要自动缓存
/// </summary>
public string bundlePathIdentifier = "StreamingAssets;";
/// <summary>
/// 排除路径下指定类型文件不缓存
/// </summary>
public string bundleExcludeExtensions = "json;";
/// <summary>
/// Assets目录对应CDN地址
/// </summary>
public string AssetsUrl = "";
/// <summary>
/// 游戏内存大小(MB)
/// </summary>
public int MemorySize = 256;
/// <summary>
/// callmain完成后是否立即隐藏加载封面
/// </summary>
public bool HideAfterCallMain = true;
/// <summary>
/// 预下载列表
/// </summary>
public string preloadFiles = "";
/// <summary>
/// 游戏方向
/// </summary>
public WXScreenOritation Orientation = WXScreenOritation.Portrait;
/// <summary>
/// 启动视频封面图/背景图
/// </summary>
public string bgImageSrc = "Assets/WX-WASM-SDK/wechat-default/images/background.jpg";
/// <summary>
/// 拼接在DATA_CDN和首包资源文件名的路径用于首包资源没放到DATA_CDN根目录的情况
/// </summary>
public string dataFileSubPrefix = "";
/// <summary>
/// 最大缓存容量单位MB
/// </summary>
public int maxStorage = 200;
/// <summary>
/// 清理缓存时默认额外清理的大小单位Bytes默认值30MB
/// </summary>
public int defaultReleaseSize = 31457280;
/// <summary>
/// 纹理中hash长度
/// </summary>
public int texturesHashLength = 8;
/// <summary>
/// 纹理存储路径
/// </summary>
public string texturesPath = "Assets/Textures";
/// <summary>
/// 是否缓存纹理
/// </summary>
public bool needCacheTextures = true;
/// <summary>
/// 加载进度条的宽度默认240
/// </summary>
public int loadingBarWidth = 240;
/// <summary>
/// 是否需要启动时自动检查小游戏是否有新版本
/// </summary>
public bool needCheckUpdate = false;
}
[Serializable]
public class CompressTexture
{
/// <summary>
/// 自动将图片尺寸减小一半
/// </summary>
public bool halfSize = false;
/// <summary>
/// 使用pc端压缩纹理
/// </summary>
public bool useDXT5 = false;
/// <summary>
/// bundle文件后缀
/// </summary>
public string bundleSuffix = "bundle";
/// <summary>
/// 是否加载bundle时同时加载对应纹理
/// </summary>
public bool parallelWithBundle = false;
/// <summary>
/// 自定义bundle路径
/// </summary>
public string bundleDir;
/// <summary>
/// 自定义生成目录路径
/// </summary>
public string dstMinDir;
}
[Serializable]
public class SDKOptions
{
/// <summary>
/// 使用微信音频API
/// </summary>
public bool UseAudioApi = false;
/// <summary>
/// 使用好友关系链
/// </summary>
public bool UseFriendRelation = false;
/// <summary>
/// 使用压缩纹理替换(beta)
/// </summary>
public bool UseCompressedTexture = false;
}
[Serializable]
public class CompileOptions
{
/// <summary>
/// Development Build
/// </summary>
public bool DevelopBuild = false;
/// <summary>
/// Autoconnect Profiler
/// </summary>
public bool AutoProfile = false;
/// <summary>
/// Scripts Only Build
/// </summary>
public bool ScriptOnly = false;
/// <summary>
/// Profiling Funcs
/// </summary>
public bool profilingFuncs = false;
/// <summary>
/// WebGL2.0
/// </summary>
public bool Webgl2 = false;
/// <summary>
/// DeleteStreamingAssets
/// </summary>
public bool DeleteStreamingAssets = true;
/// <summary>
/// ProfilingMemory
/// </summary>
public bool ProfilingMemory = false;
}
public enum WXScreenOritation
{
Portrait, Landscape, LandscapeLeft, LandscapeRight
};
public class WXEditorScriptObject : ScriptableObject
{
public WXProjectConf ProjectConf;
public SDKOptions SDKOptions;
public CompileOptions CompileOptions;
/// <summary>
/// 压缩纹理配置
/// </summary>
public CompressTexture CompressTexture;
/// <summary>
/// 小游戏里会预先加载的key
/// </summary>
public List<string> PlayerPrefsKeys = new List<string>();
}
}