local UnityApplication = CS.UnityEngine.Application local UnityRuntimePlatform = CS.UnityEngine.RuntimePlatform local CsApplication = CS.XApplication -- local CsLog = CS.XLog local CsInfo = CS.XInfo -- 应用路径模块 local XLaunchAppPathModule = {} local RuntimePlatform = { ANDROID = 1, IOS = 2, EDITOR = 3, STANDALONE = 4, } local CurRuntimePlatform local IsEditorOrStandalone local PLATFORM -- platform local DocumentUrl local ConfigUrl local ApplicationFilePath -- editor/standalone local ProductPath local DebugFilePath -- common local AppUpgradeUrl local DocumentFilePath -- Local Function local function Init() AppUpgradeUrl = "client/patch" DocumentFilePath = UnityApplication.persistentDataPath .. "/document" if UnityApplication.platform == UnityRuntimePlatform.Android then -- 安卓平台 CurRuntimePlatform = RuntimePlatform.ANDROID PLATFORM = "android" DocumentUrl = "client/patch/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/android" ConfigUrl = "client/config/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/android" ApplicationFilePath = UnityApplication.streamingAssetsPath .. "/resource" elseif UnityApplication.platform == UnityRuntimePlatform.IPhonePlayer then -- iOS平台 CurRuntimePlatform = RuntimePlatform.IOS PLATFORM = "ios" DocumentUrl = "client/patch/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/ios" ConfigUrl = "client/config/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/ios" ApplicationFilePath = UnityApplication.streamingAssetsPath .. "/resource" else -- PLATFORM = "win" if UnityApplication.platform == UnityRuntimePlatform.WindowsEditor or UnityApplication.platform == UnityRuntimePlatform.OSXEditor or UnityApplication.platform == UnityRuntimePlatform.LinuxEditor then -- 编辑器平台 PLATFORM = CS.XLaunchManager.PLATFORM --编辑器平台,随平台选择而变化 CurRuntimePlatform = RuntimePlatform.EDITOR DocumentUrl = "client/patch/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/editor" ConfigUrl = "client/config/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/editor" ProductPath = UnityApplication.dataPath .. "/../../../Product" DebugFilePath = ProductPath .. "/File/win/debug" ApplicationFilePath = CsApplication.Debug and ProductPath .. "/File/" .. PLATFORM .. "/release" or ProductPath .. "/Bin/Client/Win/Release/harukuroPC_Data/StreamingAssets/resource" --DocumentUrl = "client/patch/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/android" --editor上 test androd elseif UnityApplication.platform == UnityRuntimePlatform.WindowsPlayer or UnityApplication.platform == UnityRuntimePlatform.OSXPlayer or UnityApplication.platform == UnityRuntimePlatform.LinuxPlayer then -- 电脑系统平台 CurRuntimePlatform = RuntimePlatform.STANDALONE DocumentUrl = "client/patch/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/standalone" ConfigUrl = "client/config/" .. CsInfo.Identifier .. "/" .. CsInfo.Version .. "/standalone" ProductPath = UnityApplication.dataPath .. "/../../../../.." DebugFilePath = ProductPath .. "/File/win/debug" ApplicationFilePath = CsApplication.Debug and ProductPath .. "/File/" .. PLATFORM .. "/release" or UnityApplication.streamingAssetsPath .. "/resource" if not CsApplication.Debug then -- Release包 资源目录跟安装目录相同 DocumentFilePath = UnityApplication.streamingAssetsPath .. "/document" end end end IsEditorOrStandalone = CurRuntimePlatform == RuntimePlatform.EDITOR or CurRuntimePlatform == RuntimePlatform.STANDALONE end -- local function PrintPath() -- -- -- CsLog.Error("Check files. PLATFORM = " .. PLATFORM) -- CsLog.Error("Check files. DocumentUrl = " .. DocumentUrl) -- CsLog.Error("Check files. ConfigUrl = " .. ConfigUrl) -- CsLog.Error("Check files. ApplicationFilePath = " .. ApplicationFilePath) -- CsLog.Error("Check files. ProductPath = " .. ProductPath) -- CsLog.Error("Check files. DebugFilePath = " .. DebugFilePath) -- end Init() --PrintPath() function XLaunchAppPathModule.IsEditorOrStandalone() return IsEditorOrStandalone end function XLaunchAppPathModule.IsAndroid() return CurRuntimePlatform == RuntimePlatform.ANDROID end function XLaunchAppPathModule.IsIos() return CurRuntimePlatform == RuntimePlatform.IOS; end function XLaunchAppPathModule.GetApplicationFilePath() return ApplicationFilePath end function XLaunchAppPathModule.GetDocumentFilePath() return DocumentFilePath end function XLaunchAppPathModule.GetDebugFilePath() return DebugFilePath end function XLaunchAppPathModule.GetDocumentUrl() return DocumentUrl end function XLaunchAppPathModule.GetConfigUrl() return ConfigUrl end function XLaunchAppPathModule.GetAppUpgradeUrl() return AppUpgradeUrl end return XLaunchAppPathModule