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なんか記憶にないけど変更を加えていたのでコミット
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sassembla committed Sep 7, 2023
1 parent 6f4f12a commit 7078fe6
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Showing 2 changed files with 15 additions and 4 deletions.
2 changes: 1 addition & 1 deletion Assets/Autoya/Backyard/AutoyaEntryPoint.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ public partial class Autoya
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void EntryPoint()
{
autoya = new Autoya(Application.persistentDataPath);
autoya = new Autoya(Autoya.OnPersistentPathRequired());
}


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17 changes: 14 additions & 3 deletions Assets/Autoya/Backyard/OverridePoints.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,8 @@
using UnityEngine.Purchasing;
using System.Text;

// TODO: OnPersistentPathRequired 足す。
// 初回起動時通信無効化ルートを足す。
// ABのget失敗時レスポンスチェックを足す。

// TODO: ABのget失敗時レスポンスチェックを足す。

/**
modify this class for your app's endpoint update, authentication, purchase, assetBundles, appManifest dataflow.
Expand All @@ -26,6 +25,18 @@ namespace AutoyaFramework

public partial class Autoya
{

/*
PersistentDataPath feature
*/

// should return the path which quivalent for Unity's persistentDataPath.
// in most case Android shouldn't use Application.persistentDataPath for security reason.
private static string OnPersistentPathRequired()
{
return Application.persistentDataPath;
}

/*
EndPoint selector feature.
*/
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