2 Commits
Author SHA1 Message Date
cneicy eac1fa595b chore: release 0.1.4
Publish UPM package / publish (push) Successful in 2s
2026-08-28 04:31:00 +08:00
cneicy e0191abb1e feat(settings): 优先加载标准 ShrinkSDK 资源路径
Publish UPM package / publish (push) Successful in 2s
2026-08-28 03:44:10 +08:00
5 changed files with 43 additions and 7 deletions
+13
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@@ -2,6 +2,19 @@
本文件记录 `ShrinkApp.Core` 的包内变更。
## [0.1.4] - 2026-08-28
### Changed
- 精确依赖 `ShrinkEventBus 2.0.1`
## [0.1.3] - 2026-08-28
### Changed
- `ShrinkAppSettings` 优先从 `GameAssets/Runtime/Data/ShrinkSDK/ShrinkAppSettings` 加载,并保留旧根路径回退。
- `ShrinkSDK/应用/创建设置` 统一在标准 `Resources/GameAssets/Runtime/Data/ShrinkSDK` 目录创建配置。
## [0.1.1] - 2026-08-16
### Added
+16 -4
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@@ -9,11 +9,10 @@ namespace ShrinkApp.Editor
[MenuItem("ShrinkSDK/应用/创建设置")]
public static void CreateSettingsAsset()
{
const string resourcesDir = "Assets/Resources";
if (!AssetDatabase.IsValidFolder(resourcesDir))
AssetDatabase.CreateFolder("Assets", "Resources");
const string settingsDirectory = "Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK";
EnsureFolder(settingsDirectory);
const string assetPath = "Assets/Resources/ShrinkAppSettings.asset";
const string assetPath = settingsDirectory + "/ShrinkAppSettings.asset";
var existing = AssetDatabase.LoadAssetAtPath<ShrinkAppSettings>(assetPath);
if (existing != null)
{
@@ -34,6 +33,19 @@ namespace ShrinkApp.Editor
EditorGUIUtility.PingObject(asset);
Debug.Log("[ShrinkApp] 已创建 ShrinkAppSettings.asset");
}
private static void EnsureFolder(string path)
{
var segments = path.Split('/');
var current = segments[0];
for (var i = 1; i < segments.Length; i++)
{
var next = current + "/" + segments[i];
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, segments[i]);
current = next;
}
}
}
}
#endif
+5
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@@ -21,6 +21,11 @@ IShrinkAppModuleInstaller
[ShrinkAppModuleInstaller]
```
`ShrinkAppSettings` 运行时优先从
`Resources/GameAssets/Runtime/Data/ShrinkSDK/ShrinkAppSettings.asset` 加载;旧项目的
`Resources/ShrinkAppSettings.asset` 继续作为回退。菜单 `ShrinkSDK/应用/创建设置`
会直接创建到新的标准目录。
## 启动流程
1. `ShrinkApp``RuntimeInitializeOnLoadMethod(BeforeSceneLoad)` 创建宿主。
+7 -1
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@@ -120,6 +120,10 @@ namespace ShrinkApp
[CreateAssetMenu(fileName = "ShrinkAppSettings", menuName = "ShrinkSDK/应用/应用设置")]
public class ShrinkAppSettings : ScriptableObject
{
public const string PreferredResourcesPath =
"GameAssets/Runtime/Data/ShrinkSDK/ShrinkAppSettings";
public const string LegacyResourcesPath = "ShrinkAppSettings";
private static ShrinkAppSettings? _instance;
public static ShrinkAppSettings Instance
@@ -129,7 +133,9 @@ namespace ShrinkApp
if (_instance != null)
return _instance;
_instance = Resources.Load<ShrinkAppSettings>("ShrinkAppSettings");
_instance = Resources.Load<ShrinkAppSettings>(PreferredResourcesPath);
if (!_instance)
_instance = Resources.Load<ShrinkAppSettings>(LegacyResourcesPath);
#if UNITY_EDITOR
if (!_instance)
+2 -2
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@@ -1,11 +1,11 @@
{
"name": "com.cneicy.shrink-app-core",
"version": "0.1.2",
"version": "0.1.4",
"displayName": "ShrinkApp Core",
"description": "Shrink 系列统一宿主层,提供模块安装器、服务容器与统一启动流程。",
"unity": "2022.3",
"dependencies": {
"com.cneicy.shrink-eventbus": "2.0.0",
"com.cneicy.shrink-eventbus": "2.0.1",
"com.cneicy.shrink-shared-codegen": "0.1.0",
"com.cysharp.unitask": "2.5.10"
},