HeavenStudio/Assets/Scripts/AppInfo.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

86 lines
3.3 KiB
C#

using System;
public static class AppInfo {
public const string Version = "0.0.974";
public static readonly DateTime Date = new DateTime(2023, 05, 07, 18, 03, 45, 426, 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 0; }
}
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