using System; using System.Collections; using UnityEngine; namespace Inno.DLC { public class DLCDebugger : MonoBehaviour { public static void DownloadAllDLC() { if (!Application.isPlaying) { return; } new GameObject().AddComponent(); } private void Start() { base.StartCoroutine(this.DownloadAll()); } private IEnumerator DownloadAll() { float t = Time.realtimeSinceStartup; DLCManager manager = new DLCManager("dlc.properties"); UnityEngine.Debug.Log(string.Format("Parsing config and checking files cost {0} seconds", Time.realtimeSinceStartup - t)); foreach (DLCGroup group in manager.AllGroups) { foreach (DLCFile file in group.AllFiles) { if (file.Exists) { UnityEngine.Debug.Log(string.Format("{0} exists", file.Name)); } else { DLCDownloadTask task = file.Download(); yield return task.WaitAndStore(); if (task.IsSuccess) { UnityEngine.Debug.Log(string.Format("Download of {0} successful, Check returns {1}.", file.Name, file.Check())); } else { UnityEngine.Debug.Log(string.Format("Download of {0} failed!", file.Name)); } } } } UnityEngine.Object.Destroy(base.gameObject); yield break; } } }