mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 19:15:16 +00:00
8fa4d74096
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
86 lines
No EOL
3.3 KiB
C#
86 lines
No EOL
3.3 KiB
C#
using System;
|
|
|
|
public static class AppInfo {
|
|
public const string Version = "0.0.1016";
|
|
public static readonly DateTime Date = new DateTime(2023, 10, 20, 02, 31, 04, 288, DateTimeKind.Utc);
|
|
}
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
/// <summary>
|
|
/// Increase Build Number Automatically
|
|
/// </summary>
|
|
public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuild
|
|
{
|
|
private static readonly char[] LineDelimiter = {'\n', '\r'};
|
|
|
|
/// <summary> File name where info is stored </summary>
|
|
private const string AppInfoFileName = "AppInfo.cs";
|
|
|
|
public int callbackOrder {
|
|
get { return 1; }
|
|
}
|
|
|
|
void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) {
|
|
var scriptPath = GetScriptPath(AppInfoFileName);
|
|
var version = IncVersion();
|
|
var time = DateTime.UtcNow;
|
|
string date = "new DateTime(" + time.ToString("yyyy, MM, dd, HH, mm, ss, fff") + ", DateTimeKind.Utc)";
|
|
|
|
UnityEngine.Debug.LogFormat(
|
|
"OnPreprocessBuild. Modify AppInfo in file={0}, set version={1} and current DateTime",
|
|
scriptPath, version);
|
|
|
|
var text = System.IO.File.ReadAllText(scriptPath);
|
|
text = ReplaceText(text, " Version = ", "\"" + version + "\";");
|
|
text = ReplaceText(text, " Date = ", date + ";");
|
|
System.IO.File.WriteAllText(scriptPath, text);
|
|
}
|
|
|
|
private static string ReplaceText(string text, string field, string newValue) {
|
|
int v1 = text.IndexOf(field, StringComparison.Ordinal);
|
|
int v2 = text.IndexOfAny(LineDelimiter, v1);
|
|
if (v1 < 0 || v2 < 0)
|
|
throw new Exception("Undefined field=" + field);
|
|
return text.Substring(0, v1 + field.Length) + newValue + text.Substring(v2);
|
|
}
|
|
|
|
private static string IncVersion() {
|
|
var bundleVersionSplit = UnityEditor.PlayerSettings.bundleVersion.Split('.');
|
|
int major = 0;
|
|
int minor = 0;
|
|
int subVersion = 0;
|
|
if (bundleVersionSplit.Length >= 1)
|
|
int.TryParse(bundleVersionSplit[0], out major);
|
|
if (bundleVersionSplit.Length >= 2)
|
|
int.TryParse(bundleVersionSplit[1], out minor);
|
|
if (bundleVersionSplit.Length >= 3)
|
|
int.TryParse(bundleVersionSplit[2], out subVersion);
|
|
++subVersion;
|
|
string version = string.Format("{0}.{1}.{2}", major, minor, subVersion);
|
|
var bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion;
|
|
|
|
UnityEditor.PlayerSettings.bundleVersion = version;
|
|
UnityEditor.PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
|
|
UnityEditor.PlayerSettings.macOS.buildNumber = bundleVersionCode.ToString();
|
|
return version;
|
|
}
|
|
|
|
|
|
private static string GetScriptPath(string fileName) {
|
|
var assets = UnityEditor.AssetDatabase.FindAssets(System.IO.Path.GetFileNameWithoutExtension(fileName));
|
|
string scriptPath = null;
|
|
foreach (var asset in assets) {
|
|
var path = UnityEditor.AssetDatabase.GUIDToAssetPath(asset);
|
|
if (path.EndsWith(".cs")) {
|
|
scriptPath = path;
|
|
break;
|
|
}
|
|
}
|
|
if (string.IsNullOrEmpty(scriptPath))
|
|
throw new Exception("No asset file with name '" + AppInfoFileName + "' found");
|
|
|
|
return scriptPath;
|
|
}
|
|
}
|
|
#endif |