1 Commits
Author SHA1 Message Date
cneicy 1bfb99d4c3 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
6 changed files with 84 additions and 4 deletions
+7
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@@ -2,6 +2,13 @@
本文件记录 `ShrinkDataSaver` 在当前工作区中的包内变更。
## [2.2.2] - 2026-08-28
### Changed
- `ShrinkDataSaverSettings` 优先从 `GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings` 加载,并保留旧根路径回退。
- 新增 `ShrinkSDK/存档/创建设置`,统一在标准资源目录创建配置。
## [2.2.0] - 2026-05-18
### Added
+49
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@@ -0,0 +1,49 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace ShrinkDataSaver.Editor
{
public static class ShrinkDataSaverSettingsMenu
{
private const string SettingsDirectory =
"Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK";
private const string SettingsAssetPath =
SettingsDirectory + "/ShrinkDataSaverSettings.asset";
[MenuItem("ShrinkSDK/存档/创建设置")]
public static void CreateSettingsAsset()
{
EnsureFolder(SettingsDirectory);
var existing = AssetDatabase.LoadAssetAtPath<ShrinkDataSaverSettings>(SettingsAssetPath);
if (existing != null)
{
Selection.activeObject = existing;
EditorGUIUtility.PingObject(existing);
return;
}
var asset = ScriptableObject.CreateInstance<ShrinkDataSaverSettings>();
AssetDatabase.CreateAsset(asset, SettingsAssetPath);
AssetDatabase.SaveAssets();
Selection.activeObject = asset;
EditorGUIUtility.PingObject(asset);
Debug.Log("[ShrinkDataSaver] 已创建 ShrinkDataSaverSettings.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
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+4 -2
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@@ -50,9 +50,11 @@ https://git.crash.work/ShrinkSDK/ShrinkDataSaver.git
### 第一步:创建配置资产
菜单 `Assets``Create``ShrinkDataSaver``Settings`
菜单 `ShrinkSDK``存档``创建设置`
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
菜单会创建 `Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings.asset`
运行时优先从该路径加载,并保留旧的 `Assets/Resources/ShrinkDataSaverSettings.asset`
回退;也可以在 Bootstrap 组件上手动指定。
> ⚠️ 未找到配置文件时,控制台会输出警告并使用默认配置。
+12 -1
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@@ -5,6 +5,10 @@ namespace ShrinkDataSaver
[CreateAssetMenu(fileName = "ShrinkDataSaverSettings", menuName = "ShrinkSDK/存档/存档设置")]
public class ShrinkDataSaverSettings : ScriptableObject
{
public const string PreferredResourcesPath =
"GameAssets/Runtime/Data/ShrinkSDK/ShrinkDataSaverSettings";
public const string LegacyResourcesPath = "ShrinkDataSaverSettings";
private static ShrinkDataSaverSettings _instance;
public static ShrinkDataSaverSettings Instance
@@ -13,7 +17,9 @@ namespace ShrinkDataSaver
{
if (_instance) return _instance;
_instance = Resources.Load<ShrinkDataSaverSettings>("ShrinkDataSaverSettings");
_instance = Resources.Load<ShrinkDataSaverSettings>(PreferredResourcesPath);
if (!_instance)
_instance = Resources.Load<ShrinkDataSaverSettings>(LegacyResourcesPath);
#if UNITY_EDITOR
if (!_instance)
@@ -41,6 +47,11 @@ namespace ShrinkDataSaver
internal set => _instance = value;
}
internal static void ResetCachedInstance()
{
_instance = null;
}
[Header("Storage")]
public string customSavePath = "";
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "com.cneicy.shrink-datasaver",
"version": "2.2.1",
"version": "2.2.2",
"displayName": "ShrinkDataSaver",
"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。",
"unity": "2022.3",