How to change the default value¶
“KsSoft/Plugins/KsSoftConfig.cs” is set various default values.
The default value can be changed in KsSoftConfig.initialize.
Asset bundle¶
-
bool
m_UseStreaming
= true¶ you can select using assetbundles or resources. Depending on this value, each export changes.Please refer to here
If false
Asset bundle: export path
Download assets from.
If true
Asset bundle: export path
Download assets from.
Where “Assets/StreamingAssets/” is indicated by “KsSoftConfig.m_assetbundlePath ” if “StreamingAsset” does not exist.
-
string
m_assetbundlePath
= "assetbundles/"¶ Change the output folder of the asset bundle.
-
string
m_assetbundleExt
= ".unity3d"¶ Extension of the asset bundle file.
-
string
m_resourcePath
= "Assets/Resources/"¶ Folder path to be output as a resource data.
Window resource¶
-
string
m_windowResourcePath
= "Assets/WindowResource/"¶ Specifies the folder where the ‘wra’ file is stored.
-
string
m_WindowResourceBinaryPath
= "wrb/"¶ Specify a folder to store the results of compiling the ‘wra’ file.
-
uint
WindowAssetbundleId
¶ Window asset bundle ID to download by default
-
uint
m_defaultFontKind
¶ The default value for the font ID is used when not specified.
Texture Resources¶
-
string
m_textureResourcePath
= "Assets/TextureResource/"¶ Specifies the folder where texture resources are stored.
Sound Effect Resources.¶
-
string
m_SEResourcePath
= "Assets/SE/"¶ Specify the folder where Sound Effect resources are stored.
BGM Resources¶
-
string
m_BgmResourcePath
= "Assets/Bgm/"¶ Specify the folder where BGM resources are stored.
Fonts¶
-
string
m_FontResourcePath
= "Assets/FontResource/"¶ Specify a folder to store font data to be resourced.
-
string
m_FontPath
= "Assets/Fonts/"¶ Specify the folder to store the font data to be asset-bundled.
Message data sheet¶
-
Dictionary<e_Locale, uint>
MessageDataId
¶ When you add a locale data, please add the information below. Value is the asset bundle ID to be used when asset bundling the locale data.
static private Dictionary<e_Locale, uint> m_dicStrMessageDataMulId
= new Dictionary<e_Locale, uint>() {
{e_Locale.JP, MulId.Id (0,2,0)},
{e_Locale.EN, MulId.Id (0,2,1)},
};