rise-and-swine/Assets/Scripts/Assembly-CSharp/BuildCustomizationLoader.cs
2023-02-25 23:04:03 -05:00

118 lines
1.8 KiB
C#

using Pathfinding.Serialization.JsonFx;
using UnityEngine;
public class BuildCustomizationLoader : Singleton<BuildCustomizationLoader>
{
public bool IAPEnabled
{
get
{
return this.m_configuration.EnableIAP;
}
}
public string SkynestBackend
{
get
{
return this.m_configuration.SkynestBackend;
}
}
public bool IsChina
{
get
{
return this.m_configuration.BuildTypeChina;
}
}
public string CustomerID
{
get
{
return this.m_configuration.CustomerId;
}
}
public string SVNRevisionNumber
{
get
{
return this.m_configuration.SvnRevision;
}
}
public string ApplicationVersion
{
get
{
return this.m_configuration.ApplicationVersion;
}
}
public bool IsContentLimited
{
get
{
return this.m_configuration.BuildTypeContentLimited;
}
}
public bool IsHDVersion
{
get
{
return this.m_configuration.BuildTypeHD;
}
}
public bool IsDevelopmentBuild
{
get
{
return this.m_configuration.DevelopmentBuild;
}
}
public bool CheatsEnabled
{
get
{
return this.m_configuration.EnableCheats;
}
}
public bool LessCheats
{
get
{
return this.m_configuration.LessCheats;
}
}
public bool IsOdyssey
{
get
{
return this.m_configuration.CustomerId == "AmazonUlt";
}
}
private void Awake()
{
base.SetAsPersistant();
TextAsset textAsset = Resources.Load<TextAsset>("gameConfig");
this.m_configuration = JsonReader.Deserialize<BuildConfiguration>(textAsset.text);
if (this.m_gameBuildParamLoader)
{
this.m_gameBuildParamLoader = UnityEngine.Object.Instantiate<GameObject>(this.m_gameBuildParamLoader);
this.m_gameBuildParamLoader.SetActive(true);
}
}
public GameObject m_gameBuildParamLoader;
[SerializeField]
private BuildConfiguration m_configuration;
}