HeavenStudio/Assets/Scripts/AppInfo.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* 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
2023-10-29 19:44:47 +00:00

86 lines
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