1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。

1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。
This commit is contained in:
ALEXTANG
2023-08-26 11:08:46 +08:00
parent 54214cdd0b
commit 04a43a3f11
5 changed files with 50 additions and 7 deletions

View File

@@ -24,6 +24,7 @@ public partial class GameApp:Singleton<GameApp>
Utility.Unity.AddDestroyListener(Instance.OnDestroy);
Utility.Unity.AddOnDrawGizmosListener(Instance.OnDrawGizmos);
Utility.Unity.AddOnApplicationPauseListener(Instance.OnApplicationPause);
GameModule.Procedure.RestartProcedure(new GameLogic.OnEnterGameAppProcedure());
Instance.StartGameLogic();
}
@@ -33,7 +34,7 @@ public partial class GameApp:Singleton<GameApp>
/// </summary>
private void StartGameLogic()
{
}
/// <summary>

View File

@@ -0,0 +1,13 @@
using TEngine;
namespace GameLogic
{
public class OnEnterGameAppProcedure : ProcedureBase
{
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
Log.Debug("OnEnter GameApp Procedure");
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 415b43b274b541a0a2312417644452b0
timeCreated: 1692956662

View File

@@ -116,6 +116,7 @@ namespace GameMain
private void AllAssemblyLoadComplete()
{
ChangeState<ProcedureStartGame>(m_procedureOwner);
#if UNITY_EDITOR
m_MainLogicAssembly = AppDomain.CurrentDomain.GetAssemblies().
First(assembly => $"{assembly.GetName().Name}.dll" == SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName);
@@ -139,7 +140,6 @@ namespace GameMain
}
object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
entryMethod.Invoke(appType, objects);
ChangeState<ProcedureStartGame>(m_procedureOwner);
}
private Assembly GetMainLogicAssembly()

View File

@@ -13,11 +13,9 @@ namespace TEngine
private IProcedureManager m_ProcedureManager = null;
private ProcedureBase m_EntranceProcedure = null;
[SerializeField]
private string[] m_AvailableProcedureTypeNames = null;
[SerializeField] private string[] m_AvailableProcedureTypeNames = null;
[SerializeField]
private string m_EntranceProcedureTypeName = null;
[SerializeField] private string m_EntranceProcedureTypeName = null;
/// <summary>
/// 获取当前流程。
@@ -30,6 +28,7 @@ namespace TEngine
{
return null;
}
return m_ProcedureManager.CurrentProcedure;
}
}
@@ -45,6 +44,7 @@ namespace TEngine
{
return 0f;
}
return m_ProcedureManager.CurrentProcedureTime;
}
}
@@ -140,5 +140,31 @@ namespace TEngine
{
return m_ProcedureManager.GetProcedure(procedureType);
}
/// <summary>
/// 重启流程。
/// <remarks>默认使用第一个流程作为启动流程。</remarks>
/// </summary>
/// <param name="procedures">新的的流程。</param>
/// <returns>是否重启成功。</returns>
/// <exception cref="GameFrameworkException">重启异常。</exception>
public bool RestartProcedure(params ProcedureBase[] procedures)
{
if (procedures == null || procedures.Length <= 0)
{
throw new GameFrameworkException("RestartProcedure Failed procedures is invalid.");
}
if (!GameModule.Fsm.DestroyFsm<IProcedureManager>())
{
return false;
}
m_ProcedureManager = null;
m_ProcedureManager = GameFrameworkModuleSystem.GetModule<IProcedureManager>();
IFsmManager fsmManager = GameFrameworkModuleSystem.GetModule<IFsmManager>();
m_ProcedureManager.Initialize(fsmManager, procedures);
m_ProcedureManager.StartProcedure(procedures[0].GetType());
return true;
}
}
}
}