62fbf65f51
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE * Begun development on tambourine * Working Dough Polish * Added many animations for tambourine * Added Events * Inputs added, near completion * Miss Anims * Animation changes * DONE * fix * FIXED???
88 lines
3.3 KiB
C#
88 lines
3.3 KiB
C#
using System;
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public static class AppInfo {
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//--- AutoGenerated.begin
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public const string Version = "0.0.965";
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public static readonly DateTime Date = new DateTime(2023, 01, 21, 20, 40, 54, 916, DateTimeKind.Utc);
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//--- AutoGenerated.end
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Increase Build Number Automatically
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/// </summary>
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public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuild
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{
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private static readonly char[] LineDelimiter = {'\n', '\r'};
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/// <summary> File name where info is stored </summary>
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private const string AppInfoFileName = "AppInfo.cs";
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public int callbackOrder {
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get { return 0; }
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}
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void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) {
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var scriptPath = GetScriptPath(AppInfoFileName);
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var version = IncVersion();
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var time = DateTime.UtcNow;
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string date = "new DateTime(" + time.ToString("yyyy, MM, dd, HH, mm, ss, fff") + ", DateTimeKind.Utc)";
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UnityEngine.Debug.LogFormat(
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"OnPreprocessBuild. Modify AppInfo in file={0}, set version={1} and current DateTime",
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scriptPath, version);
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var text = System.IO.File.ReadAllText(scriptPath);
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text = ReplaceText(text, " Version = ", "\"" + version + "\";");
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text = ReplaceText(text, " Date = ", date + ";");
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System.IO.File.WriteAllText(scriptPath, text);
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}
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private static string ReplaceText(string text, string field, string newValue) {
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int v1 = text.IndexOf(field, StringComparison.Ordinal);
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int v2 = text.IndexOfAny(LineDelimiter, v1);
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if (v1 < 0 || v2 < 0)
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throw new Exception("Undefined field=" + field);
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return text.Substring(0, v1 + field.Length) + newValue + text.Substring(v2);
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}
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private static string IncVersion() {
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var bundleVersionSplit = UnityEditor.PlayerSettings.bundleVersion.Split('.');
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int major = 0;
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int minor = 0;
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int subVersion = 0;
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if (bundleVersionSplit.Length >= 1)
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int.TryParse(bundleVersionSplit[0], out major);
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if (bundleVersionSplit.Length >= 2)
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int.TryParse(bundleVersionSplit[1], out minor);
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if (bundleVersionSplit.Length >= 3)
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int.TryParse(bundleVersionSplit[2], out subVersion);
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++subVersion;
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string version = string.Format("{0}.{1}.{2}", major, minor, subVersion);
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var bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion;
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UnityEditor.PlayerSettings.bundleVersion = version;
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UnityEditor.PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
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UnityEditor.PlayerSettings.macOS.buildNumber = bundleVersionCode.ToString();
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return version;
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}
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private static string GetScriptPath(string fileName) {
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var assets = UnityEditor.AssetDatabase.FindAssets(System.IO.Path.GetFileNameWithoutExtension(fileName));
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string scriptPath = null;
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foreach (var asset in assets) {
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var path = UnityEditor.AssetDatabase.GUIDToAssetPath(asset);
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if (path.EndsWith(".cs")) {
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scriptPath = path;
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break;
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}
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}
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if (string.IsNullOrEmpty(scriptPath))
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throw new Exception("No asset file with name '" + AppInfoFileName + "' found");
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return scriptPath;
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}
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}
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#endif |