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1bfb99d4c3 |
@@ -2,6 +2,13 @@
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本文件记录 `ShrinkDataSaver` 在当前工作区中的包内变更。
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本文件记录 `ShrinkDataSaver` 在当前工作区中的包内变更。
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## [2.2.2] - 2026-08-28
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### Changed
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- `ShrinkDataSaverSettings` 优先从 `GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings` 加载,并保留旧根路径回退。
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- 新增 `ShrinkSDK/存档/创建设置`,统一在标准资源目录创建配置。
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## [2.2.0] - 2026-05-18
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## [2.2.0] - 2026-05-18
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### Added
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### Added
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@@ -0,0 +1,49 @@
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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namespace ShrinkDataSaver.Editor
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{
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public static class ShrinkDataSaverSettingsMenu
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{
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private const string SettingsDirectory =
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"Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK";
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private const string SettingsAssetPath =
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SettingsDirectory + "/ShrinkDataSaverSettings.asset";
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[MenuItem("ShrinkSDK/存档/创建设置")]
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public static void CreateSettingsAsset()
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{
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EnsureFolder(SettingsDirectory);
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var existing = AssetDatabase.LoadAssetAtPath<ShrinkDataSaverSettings>(SettingsAssetPath);
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if (existing != null)
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{
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Selection.activeObject = existing;
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EditorGUIUtility.PingObject(existing);
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return;
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}
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var asset = ScriptableObject.CreateInstance<ShrinkDataSaverSettings>();
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AssetDatabase.CreateAsset(asset, SettingsAssetPath);
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AssetDatabase.SaveAssets();
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Selection.activeObject = asset;
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EditorGUIUtility.PingObject(asset);
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Debug.Log("[ShrinkDataSaver] 已创建 ShrinkDataSaverSettings.asset");
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}
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private static void EnsureFolder(string path)
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{
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var segments = path.Split('/');
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var current = segments[0];
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for (var i = 1; i < segments.Length; i++)
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{
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var next = current + "/" + segments[i];
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if (!AssetDatabase.IsValidFolder(next))
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AssetDatabase.CreateFolder(current, segments[i]);
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current = next;
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}
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}
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}
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}
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#endif
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fcd9a64a8a5541eba481189d9c887c5c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -50,9 +50,11 @@ https://git.crash.work/ShrinkSDK/ShrinkDataSaver.git
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### 第一步:创建配置资产
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### 第一步:创建配置资产
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菜单 `Assets` → `Create` → `ShrinkDataSaver` → `Settings`。
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菜单 `ShrinkSDK` → `存档` → `创建设置`。
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配置文件可放置在项目**任意目录**下,编辑器会通过 `AssetDatabase` 自动搜索。也可放在 `Resources/` 下供运行时加载,或在 Bootstrap 组件上手动指定。
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菜单会创建 `Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings.asset`。
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运行时优先从该路径加载,并保留旧的 `Assets/Resources/ShrinkDataSaverSettings.asset`
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回退;也可以在 Bootstrap 组件上手动指定。
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> ⚠️ 未找到配置文件时,控制台会输出警告并使用默认配置。
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> ⚠️ 未找到配置文件时,控制台会输出警告并使用默认配置。
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@@ -5,6 +5,10 @@ namespace ShrinkDataSaver
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[CreateAssetMenu(fileName = "ShrinkDataSaverSettings", menuName = "ShrinkSDK/存档/存档设置")]
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[CreateAssetMenu(fileName = "ShrinkDataSaverSettings", menuName = "ShrinkSDK/存档/存档设置")]
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public class ShrinkDataSaverSettings : ScriptableObject
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public class ShrinkDataSaverSettings : ScriptableObject
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{
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{
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public const string PreferredResourcesPath =
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"GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings";
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public const string LegacyResourcesPath = "ShrinkDataSaverSettings";
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private static ShrinkDataSaverSettings _instance;
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private static ShrinkDataSaverSettings _instance;
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public static ShrinkDataSaverSettings Instance
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public static ShrinkDataSaverSettings Instance
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@@ -13,7 +17,9 @@ namespace ShrinkDataSaver
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{
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{
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if (_instance) return _instance;
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if (_instance) return _instance;
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_instance = Resources.Load<ShrinkDataSaverSettings>("ShrinkDataSaverSettings");
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_instance = Resources.Load<ShrinkDataSaverSettings>(PreferredResourcesPath);
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if (!_instance)
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_instance = Resources.Load<ShrinkDataSaverSettings>(LegacyResourcesPath);
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (!_instance)
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if (!_instance)
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@@ -41,6 +47,11 @@ namespace ShrinkDataSaver
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internal set => _instance = value;
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internal set => _instance = value;
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}
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}
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internal static void ResetCachedInstance()
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{
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_instance = null;
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}
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[Header("Storage")]
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[Header("Storage")]
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public string customSavePath = "";
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public string customSavePath = "";
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "com.cneicy.shrink-datasaver",
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"name": "com.cneicy.shrink-datasaver",
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"version": "2.2.1",
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"version": "2.2.2",
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"displayName": "ShrinkDataSaver",
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"displayName": "ShrinkDataSaver",
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"description": "模块化 Unity 存档与设置管理系统,支持多槽位、链式版本迁移、AES-256 加密、关键模块保护、跨模块查询与事件驱动架构。",
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"description": "模块化 Unity 存档与设置管理系统,支持多槽位、链式版本迁移、AES-256 加密、关键模块保护、跨模块查询与事件驱动架构。",
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"unity": "2022.3",
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"unity": "2022.3",
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