完善AxiNSApi,以及NSP打包自动化代码完善
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEditor;
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@ -82,7 +83,7 @@ namespace AxibugEmuOnline.Editors
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{
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BuildReport report = BuildPipeline.BuildPlayer(options);
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}
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catch(Exception ex)
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catch (Exception ex)
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{
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Debug.LogError($"[AxibugNSPTools] Unity Build NSP 错误:{ex.ToString()}");
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return;
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@ -147,7 +148,7 @@ namespace AxibugEmuOnline.Editors
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#region 清理临时目录
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CleanDirectory(Path.Combine(nspParentDir, "repacker_extract"));
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CleanDirectory(Path.Combine(Path.GetTempPath(), "NCA"));
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CleanDirectory(Path.Combine(WorkRoot, "hacpack_backup"));
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CleanDirectory(Path.Combine(nspParentDir, "hacpack_backup"));
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#endregion
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"解包NSP文件", 0.2f);
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@ -167,34 +168,43 @@ namespace AxibugEmuOnline.Editors
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#region 重建NCA/NSP
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string tmpPath = Path.Combine(Path.GetTempPath(), "NCA");
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"ÖØ½¨NCA", 0.6f);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Program NCA", 0.3f);
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string programNCA = BuildProgramNCA(tmpPath, titleID, programPath, nspParentDir);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"ÖØ½¨NCA", 0.7f);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Control NCA", 0.4f);
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string controlNCA = BuildControlNCA(tmpPath, titleID, controlPath, nspParentDir);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"ÖØ½¨NCA", 0.8f);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Meta NCA", 0.5f);
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BuildMetaNCA(tmpPath, titleID, programNCA, controlNCA, nspParentDir);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"ÖØ½¨NSP", 0.9f);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建NSP", 0.6f);
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string outputNSP = BuildFinalNSP(nspFilePath, nspParentDir, tmpPath, titleID, nspParentDir);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"ÖØ½¨NSP", 1f);
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建NSP", 0.9f);
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Debug.Log($"[AxibugNSPTools]Repacking completed: {outputNSP}");
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EditorUtility.ClearProgressBar();
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#endregion
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EditorUtility.DisplayProgressBar("AxibugNSPTools", $"清理临时目录", 1);
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#region 清理临时目录
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CleanDirectory(Path.Combine(nspParentDir, "repacker_extract"));
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CleanDirectory(Path.Combine(Path.GetTempPath(), "NCA"));
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CleanDirectory(Path.Combine(nspParentDir, "hacpack_backup"));
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#endregion
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System.Diagnostics.Process.Start("explorer", "/select,\"" + outputNSP.Trim() + "\"");
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EditorUtility.ClearProgressBar();
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}
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#region 辅助方法
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static string GetUserInput()
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{
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Console.Write("Enter the NSP filepath: ");
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return Console.ReadLine();
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}
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static string ExtractTitleID(string path)
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{
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var match = Regex.Match(path, @"0100[\dA-Fa-f]{12}");
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return match.Success ? match.Value : null;
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}
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static void CleanDirectory(string path)
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{
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if (Directory.Exists(path))
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@ -215,8 +225,9 @@ namespace AxibugEmuOnline.Editors
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}
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}
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static string ExecuteCommand(string command,string workdir)
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static string ExecuteCommand(string command, string workdir)
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{
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Debug.Log($"调用cmd=>{command}");
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var process = new System.Diagnostics.Process()
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{
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StartInfo = new System.Diagnostics.ProcessStartInfo
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@ -322,7 +333,9 @@ namespace AxibugEmuOnline.Editors
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{
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var line = output.Split('\n')
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.FirstOrDefault(l => l.Contains($"Created {type} NCA:"));
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return line?.Split(':').Last().Trim();
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//return line?.Split(':').Last().Trim();
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return line?.Substring(line.IndexOf("NCA:") + "NCA:".Length).Trim();
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}
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#endregion
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}
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AudioSource:
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m_ObjectHideFlags: 0
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@ -1,4 +1,6 @@
|
||||
#if UNITY_SWITCH
|
||||
using nn.account;
|
||||
#endif
|
||||
|
||||
public class AxiNS
|
||||
{
|
||||
@ -28,8 +30,10 @@ public class AxiNS
|
||||
/// </summary>
|
||||
public void Init()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
if (!user.GetUserID(out Uid uid))
|
||||
return;
|
||||
mount.MountSave(uid);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,13 +1,13 @@
|
||||
public static class AxiNSErrCode
|
||||
{
|
||||
|
||||
#if UNITY_SWITCH
|
||||
public static string GetErrorInfo(this nn.Result result)
|
||||
{
|
||||
if (result.IsSuccess())
|
||||
return "NoErr";
|
||||
return GetErrorDetails(result.GetModule(), result.GetDescription());
|
||||
}
|
||||
|
||||
#endif
|
||||
/// <summary>
|
||||
/// 根据模块 ID 和描述 ID 返回任天堂 Switch 错误码的含义、可能原因及解决办法。
|
||||
/// </summary>
|
||||
|
||||
@ -1,142 +1,89 @@
|
||||
#if UNITY_SWITCH
|
||||
using nn.fs;
|
||||
using System.Security.Cryptography;
|
||||
|
||||
#endif
|
||||
|
||||
public class AxiNSIO
|
||||
{
|
||||
string save_name => AxiNS.instance.mount.SaveMountName;
|
||||
public string save_path => $"{save_name}:/";
|
||||
#if UNITY_SWITCH
|
||||
private FileHandle fileHandle = new nn.fs.FileHandle();
|
||||
bool CheckPathExists(string filePath)
|
||||
#endif
|
||||
/// <summary>
|
||||
/// 检查Path是否存在
|
||||
/// </summary>
|
||||
/// <param name="filePath"></param>
|
||||
/// <returns></returns>
|
||||
public bool CheckPathExists(string filePath)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
nn.fs.EntryType entryType = 0;
|
||||
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
|
||||
//result.abortUnlessSuccess();
|
||||
//这个异常捕获。真的别扭
|
||||
return nn.fs.FileSystem.ResultPathAlreadyExists.Includes(result);
|
||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查Path是否不存在
|
||||
/// </summary>
|
||||
/// <param name="filePath"></param>
|
||||
/// <returns></returns>
|
||||
public bool CheckPathNotFound(string filePath)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
nn.fs.EntryType entryType = 0;
|
||||
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
|
||||
//这个异常捕获。真的别扭
|
||||
return nn.fs.FileSystem.ResultPathNotFound.Includes(result);
|
||||
}
|
||||
bool EnsureParentDirectory(string filePath, bool bAutoCreateDir = true)
|
||||
{
|
||||
// 参数校验
|
||||
if (string.IsNullOrEmpty(filePath))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无效参数:filePath={filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 提取路径前缀(如 save:/、sd:/)
|
||||
int prefixEndIndex = filePath.IndexOf(":/");
|
||||
if (prefixEndIndex == -1)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"文件路径 {filePath} 格式无效,未找到 ':/' 前缀");
|
||||
return false;
|
||||
}
|
||||
string pathPrefix = filePath.Substring(0, prefixEndIndex + 2); // 提取前缀,例如 "save:/"
|
||||
string relativePath = filePath.Substring(prefixEndIndex + 2); // 移除前缀,得到相对路径
|
||||
|
||||
// 检查挂载状态
|
||||
if (!IsMountPointAccessible(pathPrefix))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"挂载点 {pathPrefix} 未挂载,无法操作路径 {filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 提取父目录路径
|
||||
string directoryPath = System.IO.Path.GetDirectoryName(relativePath); // 获取父目录相对路径
|
||||
if (string.IsNullOrEmpty(directoryPath))
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件路径 {filePath} 无需创建父目录(位于根目录)");
|
||||
return true; // 根目录无需创建
|
||||
}
|
||||
|
||||
string fullDirectoryPath = $"{pathPrefix}{directoryPath}"; // 拼接完整父目录路径
|
||||
UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
|
||||
|
||||
// 检查路径是否存在及其类型
|
||||
nn.fs.EntryType entryType = 0;
|
||||
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
|
||||
if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
|
||||
{
|
||||
if (bAutoCreateDir)
|
||||
{
|
||||
// 路径不存在,尝试创建
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
|
||||
result = nn.fs.Directory.Create(fullDirectoryPath);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
|
||||
{
|
||||
// 路径存在,但不是目录
|
||||
UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
|
||||
return false;
|
||||
}
|
||||
else if (!result.IsSuccess())
|
||||
{
|
||||
// 其他错误
|
||||
UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
// 路径存在且是目录
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 已存在且有效");
|
||||
return true;
|
||||
|
||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查指定挂载点是否可访问
|
||||
/// 创建目录,目录存在也会返回true
|
||||
/// </summary>
|
||||
/// <param name="pathPrefix">路径前缀,例如 "save:/" 或 "sd:/"</param>
|
||||
/// <returns>挂载点是否可访问</returns>
|
||||
bool IsMountPointAccessible(string pathPrefix)
|
||||
/// <param name="filePath"></param>
|
||||
/// <returns></returns>
|
||||
public bool CreateDir(string filePath)
|
||||
{
|
||||
if (string.IsNullOrEmpty(pathPrefix))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无效挂载点: {pathPrefix}");
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
}
|
||||
|
||||
// 根据前缀判断挂载点类型并检查挂载状态
|
||||
if (pathPrefix == $"{save_name}:/")
|
||||
#else
|
||||
// 使用封装函数检查和创建父目录
|
||||
if (!EnsureParentDirectory(filePath, true))
|
||||
{
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"{save_name}:/ 未挂载");
|
||||
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
else if (pathPrefix == "sd:/")
|
||||
/// <summary>
|
||||
/// 保存并创建文件(如果目录不存在回先自动创建目录)
|
||||
/// </summary>
|
||||
/// <param name="filePath"></param>
|
||||
/// <param name="bw"></param>
|
||||
/// <returns></returns>
|
||||
public bool FileToSaveWithCreate(string filePath, System.IO.MemoryStream ms)
|
||||
{
|
||||
long freeSpace = 0;
|
||||
// 检查 SD 卡挂载状态(示例,需根据实际实现调整)
|
||||
nn.Result result = nn.fs.FileSystem.GetFreeSpaceSize(ref freeSpace, "sd:/");
|
||||
if (!result.IsSuccess())
|
||||
return FileToSaveWithCreate(filePath, ms.ToArray());
|
||||
}
|
||||
/// <summary>
|
||||
/// 保存并创建文件(如果目录不存在回先自动创建目录)
|
||||
/// </summary>
|
||||
/// <param name="filePath"></param>
|
||||
/// <param name="data"></param>
|
||||
/// <returns></returns>
|
||||
public bool FileToSaveWithCreate(string filePath, byte[] data)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"sd:/ 未挂载或无法访问: {result.GetErrorInfo()}");
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"未知挂载点 {pathPrefix},假定已挂载");
|
||||
return true; // 其他挂载点需根据实际需求实现
|
||||
}
|
||||
}
|
||||
public bool CreateFileToSave(string filePath, byte[] data)
|
||||
{
|
||||
#else
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
|
||||
@ -236,9 +183,26 @@ public class AxiNSIO
|
||||
#endif
|
||||
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
public bool LoadSwitchDataFile(string filename, ref System.IO.MemoryStream ms)
|
||||
{
|
||||
if (LoadSwitchDataFile(filename, out byte[] outputData))
|
||||
{
|
||||
using (System.IO.BinaryWriter writer = new System.IO.BinaryWriter(ms))
|
||||
{
|
||||
writer.Write(outputData);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public bool LoadSwitchDataFile(string filename, out byte[] outputData)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
outputData = null;
|
||||
return false;
|
||||
#else
|
||||
outputData = null;
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
@ -284,5 +248,321 @@ public class AxiNSIO
|
||||
|
||||
outputData = loadedData;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
public bool DeletePathFile(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.File.Delete(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
result = nn.fs.FileSystem.Commit(save_name);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
public bool DeletePathDir(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.Delete(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
result = nn.fs.FileSystem.Commit(save_name);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归删除目录
|
||||
/// </summary>
|
||||
/// <param name="filename"></param>
|
||||
/// <returns></returns>
|
||||
public bool DeleteRecursivelyPathDir(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.DeleteRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
result = nn.fs.FileSystem.Commit(save_name);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归删除情况
|
||||
/// </summary>
|
||||
/// <param name="filename"></param>
|
||||
/// <returns></returns>
|
||||
public bool CleanRecursivelyPathDir(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.CleanRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
result = nn.fs.FileSystem.Commit(save_name);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
public bool RenameDir(string oldpath,string newpath)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(oldpath))
|
||||
return false;
|
||||
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.Rename(oldpath, newpath);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
result = nn.fs.FileSystem.Commit(save_name);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
bool EnsureParentDirectory(string filePath, bool bAutoCreateDir = true)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
// 参数校验
|
||||
if (string.IsNullOrEmpty(filePath))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无效参数:filePath={filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 提取路径前缀(如 save:/、sd:/)
|
||||
int prefixEndIndex = filePath.IndexOf(":/");
|
||||
if (prefixEndIndex == -1)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"文件路径 {filePath} 格式无效,未找到 ':/' 前缀");
|
||||
return false;
|
||||
}
|
||||
string pathPrefix = filePath.Substring(0, prefixEndIndex + 2); // 提取前缀,例如 "save:/"
|
||||
string relativePath = filePath.Substring(prefixEndIndex + 2); // 移除前缀,得到相对路径
|
||||
|
||||
// 检查挂载状态
|
||||
if (!IsMountPointAccessible(pathPrefix))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"挂载点 {pathPrefix} 未挂载,无法操作路径 {filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 提取父目录路径
|
||||
string directoryPath = System.IO.Path.GetDirectoryName(relativePath); // 获取父目录相对路径
|
||||
if (string.IsNullOrEmpty(directoryPath))
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件路径 {filePath} 无需创建父目录(位于根目录)");
|
||||
return true; // 根目录无需创建
|
||||
}
|
||||
|
||||
string fullDirectoryPath = $"{pathPrefix}{directoryPath}"; // 拼接完整父目录路径
|
||||
UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
|
||||
|
||||
// 检查路径是否存在及其类型
|
||||
nn.fs.EntryType entryType = 0;
|
||||
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
|
||||
if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
|
||||
{
|
||||
if (bAutoCreateDir)
|
||||
{
|
||||
// 路径不存在,尝试创建
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
|
||||
result = nn.fs.Directory.Create(fullDirectoryPath);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
|
||||
{
|
||||
// 路径存在,但不是目录
|
||||
UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
|
||||
return false;
|
||||
}
|
||||
else if (!result.IsSuccess())
|
||||
{
|
||||
// 其他错误
|
||||
UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
// 路径存在且是目录
|
||||
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 已存在且有效");
|
||||
return true;
|
||||
|
||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查指定挂载点是否可访问
|
||||
/// </summary>
|
||||
/// <param name="pathPrefix">路径前缀,例如 "save:/" 或 "sd:/"</param>
|
||||
/// <returns>挂载点是否可访问</returns>
|
||||
bool IsMountPointAccessible(string pathPrefix)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
if (string.IsNullOrEmpty(pathPrefix))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无效挂载点: {pathPrefix}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 根据前缀判断挂载点类型并检查挂载状态
|
||||
if (pathPrefix == $"{save_name}:/")
|
||||
{
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"{save_name}:/ 未挂载");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (pathPrefix == "sd:/")
|
||||
{
|
||||
long freeSpace = 0;
|
||||
// 检查 SD 卡挂载状态(示例,需根据实际实现调整)
|
||||
nn.Result result = nn.fs.FileSystem.GetFreeSpaceSize(ref freeSpace, "sd:/");
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"sd:/ 未挂载或无法访问: {result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"未知挂载点 {pathPrefix},假定已挂载");
|
||||
return true; // 其他挂载点需根据实际需求实现
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,13 +1,14 @@
|
||||
|
||||
#if UNITY_SWITCH
|
||||
using nn.account;
|
||||
|
||||
#endif
|
||||
public class AxiNSMount
|
||||
{
|
||||
static bool bInMount = false;
|
||||
internal static string m_SaveMountName;
|
||||
static bool bInMountForDebug = false;
|
||||
internal static string m_SaveMountForDebugName;
|
||||
|
||||
static bool bInSdCardMount = false;
|
||||
internal static string m_SdCardMountName;
|
||||
static bool bInSdCardDebugMount = false;
|
||||
internal static string m_SdCardDebugMountName;
|
||||
|
||||
public bool SaveIsMount => bInMount;
|
||||
public string SaveMountName
|
||||
@ -20,6 +21,8 @@ public class AxiNSMount
|
||||
return m_SaveMountName;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_SWITCH
|
||||
public bool MountSave(Uid userId, string mountName = "save")
|
||||
{
|
||||
if (bInMount)
|
||||
@ -46,11 +49,14 @@ public class AxiNSMount
|
||||
bInMount = true;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public bool MountSDForDebug(string mountName = "sd")
|
||||
public bool MountSDForDebug(string mountName = "dbgsd")
|
||||
{
|
||||
if (bInMountForDebug)
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
if (bInSdCardDebugMount)
|
||||
return true;
|
||||
nn.Result result;
|
||||
result = nn.fs.SdCard.MountForDebug(mountName);
|
||||
@ -61,32 +67,34 @@ public class AxiNSMount
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"nn_fs_MountSdCardForDebug->挂载{mountName}:/ 成功 ");
|
||||
m_SaveMountForDebugName = mountName;
|
||||
bInMountForDebug = true;
|
||||
m_SdCardDebugMountName = mountName;
|
||||
bInSdCardDebugMount = true;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
public bool MountSD(string mountName = "sd")
|
||||
{
|
||||
if (bInMountForDebug)
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
if (bInSdCardMount)
|
||||
return true;
|
||||
nn.Result result;
|
||||
result = nn.fs.SdCard.Mount(mountName);
|
||||
//result.abortUnlessSuccess();
|
||||
result = AxiNSSDCard.Mount(mountName);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn_fs_MountSdCard->挂载{mountName}:/ 失败: " + result.ToString());
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"nn_fs_MountSdCard->挂载{mountName}:/ 成功 ");
|
||||
m_SaveMountForDebugName = mountName;
|
||||
bInMountForDebug = true;
|
||||
m_SdCardMountName = mountName;
|
||||
bInSdCardMount = true;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
public void UnmountSave()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
if (!bInMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"{m_SaveMountName}:/ 没有被挂载,无需卸载");
|
||||
@ -95,18 +103,32 @@ public class AxiNSMount
|
||||
nn.fs.FileSystem.Unmount(m_SaveMountName);
|
||||
UnityEngine.Debug.LogError($"UnmountSaveForDebufa->已卸载{m_SaveMountName}:/ ");
|
||||
bInMount = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void UnmountSaveForDebug()
|
||||
public void UnmountSDCardForDebug()
|
||||
{
|
||||
if (!bInMountForDebug)
|
||||
#if UNITY_SWITCH
|
||||
if (!bInSdCardDebugMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"{m_SaveMountForDebugName}:/ 没有被挂载,无需卸载");
|
||||
UnityEngine.Debug.LogError($"{m_SdCardDebugMountName}:/ 没有被挂载,无需卸载");
|
||||
return;
|
||||
}
|
||||
nn.fs.FileSystem.Unmount(m_SaveMountForDebugName);
|
||||
UnityEngine.Debug.LogError($"UnmountSaveForDebufa->已卸载{m_SaveMountForDebugName}:/ ");
|
||||
bInMountForDebug = false;
|
||||
nn.fs.FileSystem.Unmount(m_SdCardDebugMountName);
|
||||
UnityEngine.Debug.LogError($"UnmountSDCardForDebug->已卸载{m_SdCardDebugMountName}:/ ");
|
||||
bInSdCardDebugMount = false;
|
||||
#endif
|
||||
}
|
||||
public void UnmountSDCard()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
if (!bInSdCardMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"{m_SdCardMountName}:/ 没有被挂载,无需卸载");
|
||||
return;
|
||||
}
|
||||
nn.fs.FileSystem.Unmount(m_SdCardMountName);
|
||||
UnityEngine.Debug.LogError($"UnmountSDCard->已卸载{m_SdCardMountName}:/ ");
|
||||
bInSdCardMount = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
23
Assets/Scripts/AxiNSApi/AxiNSSDCard.cs
Normal file
23
Assets/Scripts/AxiNSApi/AxiNSSDCard.cs
Normal file
@ -0,0 +1,23 @@
|
||||
#if UNITY_SWITCH
|
||||
using nn.account;
|
||||
#endif
|
||||
public class AxiNSSDCard
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
|
||||
#if DEVELOPMENT_BUILD || NN_FS_SD_CARD_FOR_DEBUG_ENABLE
|
||||
[DllImport(Nn.DllName,
|
||||
CallingConvention = CallingConvention.Cdecl,
|
||||
EntryPoint = "nn_fs_MountSdCard")]
|
||||
public static extern nn.Result Mount(string name);
|
||||
#else
|
||||
|
||||
public static nn.Result Mount(string name)
|
||||
{
|
||||
return new nn.Result();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
}
|
||||
11
Assets/Scripts/AxiNSApi/AxiNSSDCard.cs.meta
Normal file
11
Assets/Scripts/AxiNSApi/AxiNSSDCard.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21fa04ba4da10d74aafd65dd138478b7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,14 +1,21 @@
|
||||
#if UNITY_SWITCH
|
||||
using nn.account;
|
||||
#endif
|
||||
|
||||
public class AxiNSUser
|
||||
{
|
||||
bool m_bInit = false;
|
||||
bool m_bGotOpenPreselectedUser = false;
|
||||
|
||||
#if UNITY_SWITCH
|
||||
Uid m_UserId;
|
||||
nn.account.UserHandle mUserHandle;
|
||||
nn.account.Nickname m_NickName;
|
||||
#endif
|
||||
|
||||
#region 对外公开接口,确保内部安全处理,避免崩溃
|
||||
|
||||
#if UNITY_SWITCH
|
||||
public bool GetUserID(out Uid uid)
|
||||
{
|
||||
InitPreselectedUserInfo();
|
||||
@ -20,8 +27,13 @@ public class AxiNSUser
|
||||
uid = m_UserId;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
public bool GetNickName(out string NickName)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
NickName = "";
|
||||
return true;
|
||||
#else
|
||||
InitPreselectedUserInfo();
|
||||
if (!m_bGotOpenPreselectedUser)
|
||||
{
|
||||
@ -30,18 +42,21 @@ public class AxiNSUser
|
||||
}
|
||||
NickName = m_NickName.ToString();
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
#endregion
|
||||
#endregion
|
||||
/// <summary>
|
||||
/// 初始化Account模块儿
|
||||
/// </summary>
|
||||
void InitNSAccount()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
if (m_bInit)
|
||||
return;
|
||||
//必须先初始化NS的Account 不然调用即崩
|
||||
nn.account.Account.Initialize();
|
||||
m_bInit = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -49,6 +64,7 @@ public class AxiNSUser
|
||||
/// </summary>
|
||||
void InitPreselectedUserInfo()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
if (m_bGotOpenPreselectedUser)
|
||||
return;
|
||||
|
||||
@ -85,5 +101,6 @@ public class AxiNSUser
|
||||
}
|
||||
UnityEngine.Debug.Log($"获取用户 NickName ID:{m_NickName.ToString()}");
|
||||
m_bGotOpenPreselectedUser = true;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
9
Assets/Scripts/UI/ToCenter.cs
Normal file
9
Assets/Scripts/UI/ToCenter.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ToCenter : MonoBehaviour
|
||||
{
|
||||
private void OnEnable()
|
||||
{
|
||||
this.transform.localPosition = new Vector3(0, this.transform.localPosition.y, this.transform.localPosition.z);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/UI/ToCenter.cs.meta
Normal file
11
Assets/Scripts/UI/ToCenter.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3090e686e65a0840b408890a5267a41
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue
Block a user