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refactor(runtime): rename app_info to application_config
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Lines changed: 6 additions & 6 deletions

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Runtime/BlankGetChannel.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -26,7 +26,7 @@
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/// ]]></code>
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///
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/// <para><b>Editor/PC/WebGL/UWP/主机平台配置:</b></para>
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/// 在 Resources 文件夹下创建 app_info.txt 文件,格式如下:
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/// 在 Resources 文件夹下创建 application_config.txt 文件,格式如下:
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/// <code><![CDATA[
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/// channel=editor_cn_test
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/// sub_channel=test
@@ -69,10 +69,10 @@ public sealed class BlankGetChannel
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/// <description>Info.plist 中的键值对</description>
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/// </item>
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/// <item>
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/// <term>Editor/PC/WebGL/UWP/主机平台</term>
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/// <description>Resources/app_info.txt 文件</description>
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/// </item>
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/// </list>
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/// <term>Editor/PC/WebGL/UWP/主机平台</term>
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/// <description>Resources/application_config.txt 文件</description>
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/// </item>
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/// </list>
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/// </remarks>
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/// <param name="channelKey">渠道键名,默认为 "channel"</param>
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/// <param name="defaultValue">当未找到渠道配置时返回的默认值,默认为 "default"</param>
@@ -97,7 +97,7 @@ public static string GetChannelName(string channelKey = "channel", string defaul
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string channelName = defaultValue;
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#if UNITY_STANDALONE || UNITY_EDITOR || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_PS5 || UNITY_XBOXONE || UNITY_SWITCH
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var textAsset = Resources.Load<TextAsset>("app_info");
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var textAsset = Resources.Load<TextAsset>("application_config");
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if (textAsset != null)
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{
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var lines = textAsset.text.Split(new string[] { "\n", "\r", "\r\n" }, StringSplitOptions.RemoveEmptyEntries);

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