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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。
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@@ -24,6 +24,7 @@ public partial class GameApp:Singleton<GameApp>
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Utility.Unity.AddDestroyListener(Instance.OnDestroy);
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Utility.Unity.AddOnDrawGizmosListener(Instance.OnDrawGizmos);
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Utility.Unity.AddOnApplicationPauseListener(Instance.OnApplicationPause);
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GameModule.Procedure.RestartProcedure(new GameLogic.OnEnterGameAppProcedure());
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Instance.StartGameLogic();
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}
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@@ -33,7 +34,7 @@ public partial class GameApp:Singleton<GameApp>
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/// </summary>
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private void StartGameLogic()
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{
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}
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/// <summary>
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@@ -0,0 +1,13 @@
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using TEngine;
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namespace GameLogic
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{
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public class OnEnterGameAppProcedure : ProcedureBase
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{
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protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
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{
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base.OnEnter(procedureOwner);
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Log.Debug("OnEnter GameApp Procedure");
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 415b43b274b541a0a2312417644452b0
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timeCreated: 1692956662
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@@ -116,6 +116,7 @@ namespace GameMain
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private void AllAssemblyLoadComplete()
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{
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ChangeState<ProcedureStartGame>(m_procedureOwner);
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#if UNITY_EDITOR
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m_MainLogicAssembly = AppDomain.CurrentDomain.GetAssemblies().
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First(assembly => $"{assembly.GetName().Name}.dll" == SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName);
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@@ -139,7 +140,6 @@ namespace GameMain
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}
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object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
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entryMethod.Invoke(appType, objects);
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ChangeState<ProcedureStartGame>(m_procedureOwner);
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}
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private Assembly GetMainLogicAssembly()
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@@ -13,11 +13,9 @@ namespace TEngine
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private IProcedureManager m_ProcedureManager = null;
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private ProcedureBase m_EntranceProcedure = null;
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[SerializeField]
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private string[] m_AvailableProcedureTypeNames = null;
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[SerializeField] private string[] m_AvailableProcedureTypeNames = null;
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[SerializeField]
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private string m_EntranceProcedureTypeName = null;
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[SerializeField] private string m_EntranceProcedureTypeName = null;
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/// <summary>
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/// 获取当前流程。
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@@ -30,6 +28,7 @@ namespace TEngine
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{
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return null;
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}
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return m_ProcedureManager.CurrentProcedure;
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}
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}
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@@ -45,6 +44,7 @@ namespace TEngine
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{
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return 0f;
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}
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return m_ProcedureManager.CurrentProcedureTime;
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}
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}
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@@ -140,5 +140,31 @@ namespace TEngine
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{
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return m_ProcedureManager.GetProcedure(procedureType);
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}
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/// <summary>
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/// 重启流程。
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/// <remarks>默认使用第一个流程作为启动流程。</remarks>
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/// </summary>
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/// <param name="procedures">新的的流程。</param>
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/// <returns>是否重启成功。</returns>
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/// <exception cref="GameFrameworkException">重启异常。</exception>
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public bool RestartProcedure(params ProcedureBase[] procedures)
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{
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if (procedures == null || procedures.Length <= 0)
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{
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throw new GameFrameworkException("RestartProcedure Failed procedures is invalid.");
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}
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if (!GameModule.Fsm.DestroyFsm<IProcedureManager>())
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{
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return false;
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}
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m_ProcedureManager = null;
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m_ProcedureManager = GameFrameworkModuleSystem.GetModule<IProcedureManager>();
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IFsmManager fsmManager = GameFrameworkModuleSystem.GetModule<IFsmManager>();
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m_ProcedureManager.Initialize(fsmManager, procedures);
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m_ProcedureManager.StartProcedure(procedures[0].GetType());
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return true;
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}
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}
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}
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}
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