mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
升级HybridCLR 1.1.20
升级HybridCLR 1.1.20
This commit is contained in:
@@ -1,15 +0,0 @@
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namespace TEngine.Runtime
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{
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/// <summary>
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/// 流程加载器 - 开始起点
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/// </summary>
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public class ProcedureLaunch : ProcedureBase
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{
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protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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ChangeState<ProcedureSplash>(procedureOwner);
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}
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}
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}
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using TEngine.Runtime;
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using UnityEngine;
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namespace HotFix
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{
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@@ -8,12 +9,16 @@ namespace HotFix
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{
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public static void Start()
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{
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Log.Debug("HotFix.GameHotfixEntry");
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Log.Fatal("HotFix.GameHotfixEntry");
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Log.Fatal("=======看到此条日志代表你成功运行了示例项目的热更新代码=======");
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MonoUtility.AddUpdateListener(Update);
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TResources.Load<GameObject>("Test/Cube.prefab");
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}
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void Update()
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private static void Update()
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{
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}
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}
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}
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@@ -1,7 +1,9 @@
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{
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"name": "HotFix",
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"rootNamespace": "",
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"references": [
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"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2"
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"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2",
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"GUID:13ba8ce62aa80c74598530029cb2d649"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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||||
|
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 2e3556191f5868b45bdae236bf486400
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||||
guid: c9e0380f60537b945a1ccc67178ee9db
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||||
folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
|
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 87b670c48f0b7184bbcdbab5636fecce
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||||
guid: cb299b00a09f18a41bdefef8358a1958
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folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
|
@@ -43,7 +43,7 @@ RenderSettings:
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--- !u!157 &3
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LightmapSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 11
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serializedVersion: 12
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m_GIWorkflowMode: 1
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m_GISettings:
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serializedVersion: 2
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@@ -98,7 +98,7 @@ LightmapSettings:
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||||
m_TrainingDataDestination: TrainingData
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||||
m_LightProbeSampleCountMultiplier: 4
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m_LightingDataAsset: {fileID: 0}
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m_UseShadowmask: 1
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m_LightingSettings: {fileID: 791812208}
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--- !u!196 &4
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NavMeshSettings:
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serializedVersion: 2
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@@ -118,6 +118,8 @@ NavMeshSettings:
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||||
manualTileSize: 0
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||||
tileSize: 256
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||||
accuratePlacement: 0
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maxJobWorkers: 0
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preserveTilesOutsideBounds: 0
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debug:
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m_NavMeshData: {fileID: 0}
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@@ -204,49 +206,67 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1510960682
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GameObject:
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||||
--- !u!850595691 &791812208
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LightingSettings:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1510960683}
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- component: {fileID: 1510960684}
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m_Layer: 0
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m_Name: DemoMain
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &1510960683
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||||
Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1510960682}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1510960684
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1510960682}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: c07e500655d56ee4eb74a247e284c1d6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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||||
m_Name: Settings.lighting
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||||
serializedVersion: 3
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||||
m_GIWorkflowMode: 1
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||||
m_EnableBakedLightmaps: 0
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||||
m_EnableRealtimeLightmaps: 0
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||||
m_RealtimeEnvironmentLighting: 1
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||||
m_BounceScale: 1
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||||
m_AlbedoBoost: 1
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||||
m_IndirectOutputScale: 1
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||||
m_UsingShadowmask: 1
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||||
m_BakeBackend: 0
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||||
m_LightmapMaxSize: 1024
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m_BakeResolution: 40
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||||
m_Padding: 2
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m_TextureCompression: 1
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m_AO: 0
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||||
m_AOMaxDistance: 1
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m_CompAOExponent: 1
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m_CompAOExponentDirect: 0
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m_ExtractAO: 0
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m_MixedBakeMode: 2
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m_LightmapsBakeMode: 1
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m_FilterMode: 1
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m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
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m_ExportTrainingData: 0
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||||
m_TrainingDataDestination: TrainingData
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m_RealtimeResolution: 2
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||||
m_ForceWhiteAlbedo: 0
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||||
m_ForceUpdates: 0
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||||
m_FinalGather: 0
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||||
m_FinalGatherRayCount: 256
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||||
m_FinalGatherFiltering: 1
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||||
m_PVRCulling: 1
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||||
m_PVRSampling: 1
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||||
m_PVRDirectSampleCount: 32
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m_PVRSampleCount: 500
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m_PVREnvironmentSampleCount: 500
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||||
m_PVREnvironmentReferencePointCount: 2048
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||||
m_LightProbeSampleCountMultiplier: 4
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||||
m_PVRBounces: 2
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||||
m_PVRMinBounces: 2
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||||
m_PVREnvironmentMIS: 0
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||||
m_PVRFilteringMode: 2
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||||
m_PVRDenoiserTypeDirect: 0
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||||
m_PVRDenoiserTypeIndirect: 0
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||||
m_PVRDenoiserTypeAO: 0
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||||
m_PVRFilterTypeDirect: 0
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||||
m_PVRFilterTypeIndirect: 0
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||||
m_PVRFilterTypeAO: 0
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||||
m_PVRFilteringGaussRadiusDirect: 1
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||||
m_PVRFilteringGaussRadiusIndirect: 5
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||||
m_PVRFilteringGaussRadiusAO: 2
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m_PVRFilteringAtrousPositionSigmaDirect: 0.5
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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||||
m_PVRFilteringAtrousPositionSigmaAO: 1
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||||
--- !u!1001 &1556424202
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PrefabInstance:
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m_ObjectHideFlags: 0
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||||
@@ -262,11 +282,21 @@ PrefabInstance:
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propertyPath: m_EntityGroupHelperTypeName
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||||
value: TEngine.Runtime.Entity.DefaultEntityGroupHelper
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||||
objectReference: {fileID: 0}
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type: 3}
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propertyPath: ResourceMode
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value: 2
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535776, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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||||
propertyPath: m_Name
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||||
value: TEngine
|
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_RootOrder
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_LocalPosition.x
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@@ -282,6 +312,11 @@ PrefabInstance:
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||||
propertyPath: m_LocalPosition.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_LocalRotation.w
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_LocalRotation.x
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@@ -297,16 +332,6 @@ PrefabInstance:
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||||
propertyPath: m_LocalRotation.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_LocalRotation.w
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value: 1
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objectReference: {fileID: 0}
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type: 3}
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propertyPath: m_RootOrder
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3463045026180535779, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
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type: 3}
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propertyPath: m_LocalEulerAnglesHint.x
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@@ -322,5 +347,15 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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||||
type: 3}
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||||
propertyPath: m_EntranceProcedureTypeName
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||||
value: TEngine.Runtime.ProcedureLaunch
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||||
objectReference: {fileID: 0}
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||||
- target: {fileID: 3463045026377943191, guid: 161ff7c8132079c4a95e2e4e70ddd41b,
|
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type: 3}
|
||||
propertyPath: m_AvailableProcedureTypeNames.Array.size
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||||
value: 8
|
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objectReference: {fileID: 0}
|
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m_RemovedComponents: []
|
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m_SourcePrefab: {fileID: 100100000, guid: 161ff7c8132079c4a95e2e4e70ddd41b, type: 3}
|
@@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
|
||||
guid: 2cda990e2423bbf4892e6590ba056729
|
||||
guid: 07f693cf49a00634fbc050b96052bebd
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
@@ -72,7 +72,7 @@ namespace TEngineCore.Editor
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/// <summary>
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/// 文件过滤
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/// </summary>
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private string[] fileExcludeFilter = new[] { ".cs", ".meta", ".dll", ".DS_Store", ".unity" };
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||||
private string[] fileExcludeFilter = new[] { ".cs", ".meta", ".dll", ".DS_Store"/*, ".unity" */};
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/// <summary>
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/// 资源环信息初始化
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@@ -1,11 +1,13 @@
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using System;
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using System.IO;
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using TEngine;
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using TEngine.Editor;
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using TEngine.Runtime;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Object = UnityEngine.Object;
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||||
using Type = System.Type;
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||||
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namespace TEngineCore.Editor
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{
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@@ -222,7 +224,7 @@ namespace TEngineCore.Editor
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||||
#endregion
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#region 打包按钮
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||||
[BuilderEditor("Copy And Encrpt DLL", ContentType.Button, ",CB:CopyDLL,FlowA:disPlayType:1")]
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[BuilderEditor("Generate DLL", ContentType.Button, ",CB:GenerateDLL,FlowA:disPlayType:1")]
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private int copydll;
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||||
[BuilderEditor("Build AssetBundle", ContentType.Button, ",CB:BuildAssetBundle,FlowA:disPlayType:1")]
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||||
@@ -649,6 +651,24 @@ namespace TEngineCore.Editor
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||||
}
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||||
}
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private void GenerateDLL(string args)
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{
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||||
if (EditorApplication.isCompiling)
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{
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||||
EditorUtility.DisplayDialog("Build AssetBundle", "请等待编译完成", "ok");
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||||
return;
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||||
}
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||||
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||||
ApplyArgs("");
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||||
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||||
BuildAssetsCommand.BuildAndCopyABAOTHotUpdateDlls();
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||||
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||||
TLogger.LogInfoSuccessd("1.生成DLL的bytes成功");
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||||
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AssetDatabase.Refresh();
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||||
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||||
GUIUtility.ExitGUI();
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||||
}
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||||
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||||
private void CopyDLL(string args)
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{
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||||
|
8
Assets/TEngine/Scripts/Editor/HybridCLR.meta
Normal file
8
Assets/TEngine/Scripts/Editor/HybridCLR.meta
Normal file
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: 027adf2a5b5352a498cfa2ad92dda120
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
147
Assets/TEngine/Scripts/Editor/HybridCLR/BuildAssetsCommand.cs
Normal file
147
Assets/TEngine/Scripts/Editor/HybridCLR/BuildAssetsCommand.cs
Normal file
@@ -0,0 +1,147 @@
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using HybridCLR.Editor.Commands;
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using System;
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||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
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||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
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using HybridCLR.Editor;
|
||||
using TEngine.Runtime;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine.Editor
|
||||
{
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||||
public static class BuildAssetsCommand
|
||||
{
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||||
public static string HybridCLRBuildCacheDir => Application.dataPath + "/HybridCLRBuildCache";
|
||||
|
||||
public static string AssetBundleOutputDir => $"{HybridCLRBuildCacheDir}/AssetBundleOutput";
|
||||
|
||||
public static string AssetBundleSourceDataTempDir => $"{HybridCLRBuildCacheDir}/AssetBundleSourceData";
|
||||
|
||||
|
||||
public static string GetAssetBundleOutputDirByTarget(BuildTarget target)
|
||||
{
|
||||
return $"{AssetBundleOutputDir}/{target}";
|
||||
}
|
||||
|
||||
public static string GetAssetBundleTempDirByTarget(BuildTarget target)
|
||||
{
|
||||
return $"{AssetBundleSourceDataTempDir}/{target}";
|
||||
}
|
||||
|
||||
public static string ToRelativeAssetPath(string s)
|
||||
{
|
||||
return s.Substring(s.IndexOf("Assets/"));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将HotFix.dll和HotUpdatePrefab.prefab打入common包.
|
||||
/// 将HotUpdateScene.unity打入scene包.
|
||||
/// </summary>
|
||||
/// <param name="tempDir"></param>
|
||||
/// <param name="outputDir"></param>
|
||||
/// <param name="target"></param>
|
||||
private static void BuildAssetBundles(string tempDir, string outputDir, BuildTarget target)
|
||||
{
|
||||
Directory.CreateDirectory(tempDir);
|
||||
Directory.CreateDirectory(outputDir);
|
||||
|
||||
List<AssetBundleBuild> abs = new List<AssetBundleBuild>();
|
||||
|
||||
{
|
||||
var prefabAssets = new List<string>();
|
||||
string testPrefab = $"{Application.dataPath}/Prefabs/HotUpdatePrefab.prefab";
|
||||
prefabAssets.Add(testPrefab);
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
abs.Add(new AssetBundleBuild
|
||||
{
|
||||
assetBundleName = "prefabs",
|
||||
assetNames = prefabAssets.Select(s => ToRelativeAssetPath(s)).ToArray(),
|
||||
});
|
||||
}
|
||||
|
||||
BuildPipeline.BuildAssetBundles(outputDir, abs.ToArray(), BuildAssetBundleOptions.None, target);
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
|
||||
public static void BuildAssetBundleByTarget(BuildTarget target)
|
||||
{
|
||||
BuildAssetBundles(GetAssetBundleTempDirByTarget(target), GetAssetBundleOutputDirByTarget(target), target);
|
||||
}
|
||||
|
||||
[MenuItem("HybridCLR/Build/BuildAssetsAndCopyToStreamingAssets")]
|
||||
public static void BuildAndCopyABAOTHotUpdateDlls()
|
||||
{
|
||||
BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
|
||||
BuildAssetBundleByTarget(target);
|
||||
CompileDllCommand.CompileDll(target);
|
||||
CopyABAOTHotUpdateDlls(target);
|
||||
}
|
||||
|
||||
public static void CopyABAOTHotUpdateDlls(BuildTarget target)
|
||||
{
|
||||
CopyAssetBundlesToStreamingAssets(target);
|
||||
CopyAOTAssembliesToStreamingAssets();
|
||||
CopyHotUpdateAssembliesToStreamingAssets();
|
||||
}
|
||||
|
||||
|
||||
//[MenuItem("HybridCLR/Build/BuildAssetbundle")]
|
||||
public static void BuildSceneAssetBundleActiveBuildTargetExcludeAOT()
|
||||
{
|
||||
BuildAssetBundleByTarget(EditorUserBuildSettings.activeBuildTarget);
|
||||
}
|
||||
|
||||
public static void CopyAOTAssembliesToStreamingAssets()
|
||||
{
|
||||
var target = EditorUserBuildSettings.activeBuildTarget;
|
||||
string aotAssembliesSrcDir = SettingsUtil.GetAssembliesPostIl2CppStripDir(target);
|
||||
string aotAssembliesDstDir = Application.streamingAssetsPath+"/../TResources/DLL/";
|
||||
|
||||
foreach (var dll in ProcedureCodeInit.AOTMetaAssemblyNames)
|
||||
{
|
||||
string srcDllPath = $"{aotAssembliesSrcDir}/{dll}";
|
||||
if (!File.Exists(srcDllPath))
|
||||
{
|
||||
Debug.LogError($"ab中添加AOT补充元数据dll:{srcDllPath} 时发生错误,文件不存在。裁剪后的AOT dll在BuildPlayer时才能生成,因此需要你先构建一次游戏App后再打包。");
|
||||
continue;
|
||||
}
|
||||
string dllBytesPath = $"{aotAssembliesDstDir}/{dll}.bytes";
|
||||
File.Copy(srcDllPath, dllBytesPath, true);
|
||||
Debug.Log($"[CopyAOTAssembliesToStreamingAssets] copy AOT dll {srcDllPath} -> {dllBytesPath}");
|
||||
}
|
||||
}
|
||||
|
||||
public static void CopyHotUpdateAssembliesToStreamingAssets()
|
||||
{
|
||||
var target = EditorUserBuildSettings.activeBuildTarget;
|
||||
|
||||
string hotfixDllSrcDir = SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target);
|
||||
string hotfixAssembliesDstDir = Application.streamingAssetsPath+"/../TResources/DLL/";
|
||||
foreach (var dll in SettingsUtil.HotUpdateAssemblyFilesExcludePreserved)
|
||||
{
|
||||
string dllPath = $"{hotfixDllSrcDir}/{dll}";
|
||||
string dllBytesPath = $"{hotfixAssembliesDstDir}/{dll}.bytes";
|
||||
File.Copy(dllPath, dllBytesPath, true);
|
||||
Debug.Log($"[CopyHotUpdateAssembliesToStreamingAssets] copy hotfix dll {dllPath} -> {dllBytesPath}");
|
||||
}
|
||||
}
|
||||
|
||||
public static void CopyAssetBundlesToStreamingAssets(BuildTarget target)
|
||||
{
|
||||
string streamingAssetPathDst = Application.streamingAssetsPath+"/../TResources/DLL/";
|
||||
Directory.CreateDirectory(streamingAssetPathDst);
|
||||
string outputDir = GetAssetBundleOutputDirByTarget(target);
|
||||
var abs = new string[] { "prefabs" };
|
||||
foreach (var ab in abs)
|
||||
{
|
||||
string srcAb = ToRelativeAssetPath($"{outputDir}/{ab}");
|
||||
string dstAb = ToRelativeAssetPath($"{streamingAssetPathDst}/{ab}");
|
||||
Debug.Log($"[CopyAssetBundlesToStreamingAssets] copy assetbundle {srcAb} -> {dstAb}");
|
||||
AssetDatabase.CopyAsset( srcAb, dstAb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a8357532218e6f49a9bb9401382d6d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,68 @@
|
||||
using HybridCLR.Editor.Commands;
|
||||
using HybridCLR.Editor.Installer;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using HybridCLR.Editor;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine.Editor
|
||||
{
|
||||
public class BuildPlayerCommand
|
||||
{
|
||||
public static void CopyAssets(string outputDir)
|
||||
{
|
||||
Directory.CreateDirectory(outputDir);
|
||||
|
||||
foreach(var srcFile in Directory.GetFiles(Application.streamingAssetsPath))
|
||||
{
|
||||
string dstFile = $"{outputDir}/{Path.GetFileName(srcFile)}";
|
||||
File.Copy(srcFile, dstFile, true);
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("HybridCLR/Build/Win64")]
|
||||
public static void Build_Win64()
|
||||
{
|
||||
BuildTarget target = BuildTarget.StandaloneWindows64;
|
||||
BuildTarget activeTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
if (activeTarget != BuildTarget.StandaloneWindows64 && activeTarget != BuildTarget.StandaloneWindows)
|
||||
{
|
||||
Debug.LogError("请先切到Win平台再打包");
|
||||
return;
|
||||
}
|
||||
// Get filename.
|
||||
string outputPath = $"{SettingsUtil.ProjectDir}/Release-Win64";
|
||||
|
||||
var buildOptions = BuildOptions.CompressWithLz4;
|
||||
|
||||
string location = $"{outputPath}/HybridCLRTrial.exe";
|
||||
|
||||
PrebuildCommand.GenerateAll();
|
||||
Debug.Log("====> Build App");
|
||||
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions()
|
||||
{
|
||||
scenes = new string[] { "Assets/Scenes/main.unity" },
|
||||
locationPathName = location,
|
||||
options = buildOptions,
|
||||
target = target,
|
||||
targetGroup = BuildTargetGroup.Standalone,
|
||||
};
|
||||
|
||||
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
|
||||
if (report.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
|
||||
{
|
||||
Debug.LogError("打包失败");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("====> 复制热更新资源和代码");
|
||||
BuildAssetsCommand.BuildAndCopyABAOTHotUpdateDlls();
|
||||
BashUtil.CopyDir(Application.streamingAssetsPath, $"{outputPath}/HybridCLRTrial_Data/StreamingAssets", true);
|
||||
#if UNITY_EDITOR
|
||||
Application.OpenURL($"file:///{location}");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7796c8df856ac4a4a9d644329c1f0958
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,7 +1,10 @@
|
||||
{
|
||||
"name": "TEngine.Editor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2"
|
||||
"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2",
|
||||
"GUID:13ba8ce62aa80c74598530029cb2d649",
|
||||
"GUID:2373f786d14518f44b0f475db77ba4de"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
|
@@ -13,6 +13,7 @@ namespace TEngine.Editor
|
||||
{
|
||||
"TEngine.Runtime",
|
||||
"Assembly-CSharp",
|
||||
"HotFix",
|
||||
};
|
||||
|
||||
private static readonly string[] RuntimeOrEditorAssemblyNames =
|
||||
@@ -21,6 +22,7 @@ namespace TEngine.Editor
|
||||
"Assembly-CSharp",
|
||||
"TEngine.Editor",
|
||||
"Assembly-CSharp-Editor",
|
||||
"HotFix",
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
|
3
Assets/TEngine/Scripts/Runtime/Core/LoadJob.meta
Normal file
3
Assets/TEngine/Scripts/Runtime/Core/LoadJob.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16c2d564e2614539ae1ce24761808e86
|
||||
timeCreated: 1675252193
|
26
Assets/TEngine/Scripts/Runtime/Core/LoadJob/LoadJob.cs
Normal file
26
Assets/TEngine/Scripts/Runtime/Core/LoadJob/LoadJob.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 加载任务抽象基类。
|
||||
/// </summary>
|
||||
public abstract class LoadJob
|
||||
{
|
||||
protected bool _isDone;
|
||||
|
||||
/// <summary>
|
||||
/// 任务是否完成,LoadJobManager会根据该标志判断是否加载下一个任务。
|
||||
/// </summary>
|
||||
public bool IsDone => _isDone;
|
||||
|
||||
/// <summary>
|
||||
/// 开始任务执行,一次性初始化工作可放在其中。
|
||||
/// </summary>
|
||||
public abstract void Start();
|
||||
|
||||
/// <summary>
|
||||
/// 任务处理。
|
||||
/// </summary>
|
||||
/// <returns>执行进入(0 - 1)。</returns>
|
||||
public abstract float Process();
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6604789763448b7afa669c2cd352cfc
|
||||
timeCreated: 1675252202
|
105
Assets/TEngine/Scripts/Runtime/Core/LoadJob/LoadJobManager.cs
Normal file
105
Assets/TEngine/Scripts/Runtime/Core/LoadJob/LoadJobManager.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 加载器,处理场景加载、对象预生成等需要在加载期处理的事务.
|
||||
/// </summary>
|
||||
public class LoadJobManager : UnitySingleton<LoadJobManager>
|
||||
{
|
||||
System.Action<float> _progressCallback;
|
||||
System.Action _onFinishCallback;
|
||||
Queue<LoadJob> _jobQueue = new Queue<LoadJob>();
|
||||
LoadJob _curJob = null;
|
||||
int _doneJobCount;
|
||||
int _jobCount;
|
||||
float _progress;
|
||||
|
||||
/// <summary>
|
||||
/// 添加任务.
|
||||
/// </summary>
|
||||
/// <param name="job"></param>
|
||||
public void AddJob(LoadJob job)
|
||||
{
|
||||
_jobQueue.Enqueue(job);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 启动执行任务队列.
|
||||
/// </summary>
|
||||
/// <param name="progressCallback">处理进度回调,参数为0-1进度</param>
|
||||
/// <param name="onFinishCallback">完成回调。</param>
|
||||
public void Launch(System.Action<float> progressCallback, System.Action onFinishCallback)
|
||||
{
|
||||
_progress = 0f;
|
||||
_doneJobCount = 0;
|
||||
_jobCount = _jobQueue.Count;
|
||||
_progressCallback = progressCallback;
|
||||
_onFinishCallback = onFinishCallback;
|
||||
_curJob = _jobQueue.Dequeue();
|
||||
_curJob.Start();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_curJob != null)
|
||||
{
|
||||
_progress = (_doneJobCount + _curJob.Process()) / _jobCount;
|
||||
if (_curJob.IsDone)
|
||||
{
|
||||
if (_jobQueue.Count > 0)
|
||||
{
|
||||
_curJob = _jobQueue.Dequeue();
|
||||
_curJob.Start();
|
||||
}
|
||||
else
|
||||
_curJob = null;
|
||||
|
||||
++_doneJobCount;
|
||||
}
|
||||
|
||||
if (_progressCallback != null)
|
||||
_progressCallback(_progress);
|
||||
}
|
||||
else
|
||||
{
|
||||
SingletonMgr.Release(gameObject);
|
||||
_progressCallback = null;
|
||||
|
||||
if (_onFinishCallback != null)
|
||||
_onFinishCallback();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载场景。
|
||||
/// </summary>
|
||||
/// <param name="sceneName">场景名称。</param>
|
||||
/// <param name="progressCallback">加载函数回调。</param>
|
||||
/// <param name="callback">加载完成回调。</param>
|
||||
/// <param name="mode">场景加载模式。</param>
|
||||
public void LoadSceneAsync(string sceneName, System.Action<float> progressCallback = null, System.Action callback = null, LoadSceneMode mode = LoadSceneMode.Single)
|
||||
{
|
||||
MonoUtility.StartCoroutine(LoadJobManager.Instance.LoadJobManagerLoadScene(sceneName, progressCallback, callback, mode));
|
||||
}
|
||||
|
||||
private IEnumerator LoadJobManagerLoadScene(string sceneName, System.Action<float> progressCallback = null, System.Action callback = null,
|
||||
LoadSceneMode mode = LoadSceneMode.Single)
|
||||
{
|
||||
bool isLoadEnd = false;
|
||||
Instance.AddJob(new SceneLoadJob(sceneName, LoadSceneMode.Single));
|
||||
Instance.Launch(progressCallback, () =>
|
||||
{
|
||||
callback?.Invoke();
|
||||
isLoadEnd = true;
|
||||
});
|
||||
yield return null;
|
||||
while (!isLoadEnd)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5bbbf8a8cdf4a1fb239ddbc8fd855f2
|
||||
timeCreated: 1675252202
|
56
Assets/TEngine/Scripts/Runtime/Core/LoadJob/SceneLoadJob.cs
Normal file
56
Assets/TEngine/Scripts/Runtime/Core/LoadJob/SceneLoadJob.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 场景加载任务
|
||||
/// </summary>
|
||||
public class SceneLoadJob : LoadJob
|
||||
{
|
||||
AsyncOperation _asyncOp;
|
||||
string _sceneName;
|
||||
LoadSceneMode _loadMode;
|
||||
|
||||
/// <summary>
|
||||
/// 构造方法
|
||||
/// </summary>
|
||||
/// <param name="sceneName">场景名</param>
|
||||
public SceneLoadJob(string sceneName, LoadSceneMode mode = LoadSceneMode.Single)
|
||||
{
|
||||
_sceneName = sceneName;
|
||||
_loadMode = mode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始执行加载任务,强制卸载未引用的AB资源,开始LoadScene
|
||||
/// </summary>
|
||||
public override void Start()
|
||||
{
|
||||
//经讨论对象池清理策略交由项目组控制更合理
|
||||
ResMgr.Instance.UnloadUnusedAssetBundle();
|
||||
_asyncOp = ResMgr.Instance.LoadScene(_sceneName, _loadMode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理加载任务
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override float Process()
|
||||
{
|
||||
if (_asyncOp != null)
|
||||
{
|
||||
if (_asyncOp.isDone)
|
||||
{
|
||||
_isDone = true;
|
||||
|
||||
return 1f;
|
||||
}
|
||||
else
|
||||
return _asyncOp.progress / 0.9f;
|
||||
}
|
||||
else
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d14939b3184744598b90eebd67b4bf5f
|
||||
timeCreated: 1675252346
|
@@ -56,6 +56,7 @@ namespace TEngine.Runtime
|
||||
{
|
||||
assetPaths[j] = reader.ReadString();
|
||||
_assetPath2BundleDatas.Add(assetPaths[j], bundleName);
|
||||
Log.Error($"Init Ab {assetPaths[j]} bundleName {bundleName}");
|
||||
}
|
||||
depCount = reader.ReadInt32();
|
||||
if (!_bundleDatas.TryGetValue(bundleName, out assetBundleData))
|
||||
|
@@ -1,15 +1,23 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
internal class SceneAssetData
|
||||
{
|
||||
public AssetData _assetData;
|
||||
public LoadSceneMode _loadSceneMode = LoadSceneMode.Single;
|
||||
}
|
||||
|
||||
internal class ResMgr : TSingleton<ResMgr>
|
||||
{
|
||||
AssetConfig _assetConfig = new AssetConfig();
|
||||
private Dictionary<ScriptableObject, AssetData> _scriptableObjects = new Dictionary<ScriptableObject, AssetData>();
|
||||
public ResMgr()
|
||||
{
|
||||
MonoUtility.AddUpdateListener(Update);
|
||||
_assetConfig.Load();
|
||||
}
|
||||
|
||||
@@ -27,6 +35,15 @@ namespace TEngine.Runtime
|
||||
_assetConfig.MaxUnloadNumPerFrame = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 资源更新重载。
|
||||
/// </summary>
|
||||
public void ReLoad()
|
||||
{
|
||||
_assetConfig.Unload();
|
||||
_assetConfig.Load();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 卸载无用资源
|
||||
/// </summary>
|
||||
@@ -355,5 +372,131 @@ namespace TEngine.Runtime
|
||||
return $"{Application.dataPath}/TResources/{rawPath}";
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Scene
|
||||
//已经加载好的场景
|
||||
private List<SceneAssetData> _loadedScenes = new List<SceneAssetData>();
|
||||
|
||||
//加载中的场景
|
||||
private List<SceneAssetData> _loadingScenes = new List<SceneAssetData>();
|
||||
|
||||
private List<SceneAssetData> _cachedDeleteFromLoadingScenes = new List<SceneAssetData>();
|
||||
/// <summary>
|
||||
/// 场景加载
|
||||
/// </summary>
|
||||
/// <param name="sceneName">场景名</param>
|
||||
/// /// <param name="mode">加载模式</param>
|
||||
/// <returns>异步操作对象</returns>
|
||||
/// <seealso>SceneLoader</seealso>提供了加载进度展示,也可以自定义包装来加载场景
|
||||
public AsyncOperation LoadScene(string sceneName, LoadSceneMode mode = LoadSceneMode.Single)
|
||||
{
|
||||
AssetData assetData = _assetConfig.GetSceneAsset(sceneName, mode);
|
||||
SceneAssetData sData = new SceneAssetData();
|
||||
sData._assetData = assetData;
|
||||
sData._loadSceneMode = mode;
|
||||
if(assetData != null)
|
||||
{
|
||||
_loadingScenes.Add(sData);
|
||||
assetData.AddRef();
|
||||
|
||||
return assetData.AsyncOp;
|
||||
}
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 场景是否已经加载过了
|
||||
/// </summary>
|
||||
/// <param name="sceneName"></param>
|
||||
/// <returns></returns>
|
||||
public bool IsSceneLoaded(string sceneName)
|
||||
{
|
||||
foreach (SceneAssetData loadedScene in _loadedScenes)
|
||||
{
|
||||
if (loadedScene != null
|
||||
&& loadedScene._assetData != null
|
||||
&& !string.IsNullOrEmpty(loadedScene._assetData.Name)
|
||||
&& loadedScene._assetData.Name.Equals(sceneName))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 场景是否在加载过程中
|
||||
/// </summary>
|
||||
/// <param name="sceneName"></param>
|
||||
/// <returns></returns>
|
||||
public bool IsSceneLoading(string sceneName)
|
||||
{
|
||||
foreach (SceneAssetData loadingScene in _loadingScenes)
|
||||
{
|
||||
if (loadingScene._assetData != null
|
||||
&& !string.IsNullOrEmpty(loadingScene._assetData.Name)
|
||||
&& loadingScene._assetData.Name.Equals(sceneName))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理掉已经加载的场景
|
||||
/// </summary>
|
||||
void UnloadLoadedScenes()
|
||||
{
|
||||
foreach (SceneAssetData loadedScene in _loadedScenes)
|
||||
{
|
||||
if (loadedScene != null && loadedScene._assetData != null)
|
||||
{
|
||||
loadedScene._assetData.DecRef(true);
|
||||
}
|
||||
}
|
||||
_loadedScenes.Clear();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 轮询资源。
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
_assetConfig.Update(Time.deltaTime);
|
||||
|
||||
foreach (SceneAssetData loadingScene in _loadingScenes)
|
||||
{
|
||||
if (loadingScene._assetData != null &&loadingScene._assetData.AsyncOp != null)
|
||||
{
|
||||
if (!loadingScene._assetData.AsyncOp.isDone)
|
||||
{
|
||||
if (loadingScene._assetData.AsyncOp.progress >= 0.9f)
|
||||
{
|
||||
if (loadingScene._loadSceneMode == LoadSceneMode.Single)
|
||||
{
|
||||
UnloadLoadedScenes();
|
||||
}
|
||||
// 激活新场景
|
||||
loadingScene._assetData.AsyncOp.allowSceneActivation = true;
|
||||
_cachedDeleteFromLoadingScenes.Add(loadingScene);
|
||||
_loadedScenes.Add(loadingScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//从Loading队列中删除掉加载完成的场景
|
||||
foreach (SceneAssetData deleteScene in _cachedDeleteFromLoadingScenes)
|
||||
{
|
||||
_loadingScenes.Remove(deleteScene);
|
||||
}
|
||||
_cachedDeleteFromLoadingScenes.Clear();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -64,9 +64,7 @@ namespace TEngine.Runtime
|
||||
if (configContent == string.Empty)
|
||||
{
|
||||
#if !UNITY_EDITOR
|
||||
#if RELEASE_BUILD || _DEVELOPMENT_BUILD_
|
||||
TLogger.LogError($"version config not find in InnerPath,please check it");
|
||||
#endif
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
@@ -146,6 +144,10 @@ namespace TEngine.Runtime
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(_versionConfig.ResVersion))
|
||||
{
|
||||
return "0";
|
||||
}
|
||||
return _versionConfig.ResVersion;
|
||||
}
|
||||
set
|
||||
|
@@ -29,6 +29,7 @@
|
||||
{
|
||||
if (s_VersionHelper == null)
|
||||
{
|
||||
Log.Fatal("s_VersionHelper is null GameVersion");
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
@@ -45,6 +46,7 @@
|
||||
{
|
||||
if (s_VersionHelper == null)
|
||||
{
|
||||
Log.Fatal("s_VersionHelper is null InternalGameVersion");
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@@ -29,13 +29,13 @@ namespace TEngine.Runtime
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
}
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
m_CheckVersionComplete = false;
|
||||
m_NeedUpdateVersion = false;
|
||||
m_VersionInfo = null;
|
||||
|
||||
Log.Warning("On Enter ProcedureCheckVersion");
|
||||
PreLoadHotUpdate();
|
||||
|
||||
RequestVersion();
|
||||
@@ -46,6 +46,7 @@ namespace TEngine.Runtime
|
||||
/// </summary>
|
||||
private void RequestVersion()
|
||||
{
|
||||
Log.Warning("On RequestVersion");
|
||||
_curTryCount++;
|
||||
|
||||
if (_curTryCount > MaxTryCount)
|
||||
@@ -74,9 +75,9 @@ namespace TEngine.Runtime
|
||||
Application.Quit);
|
||||
return;
|
||||
}
|
||||
TLogger.LogInfo("LoadMgr.RequestVersion, proxy:" + checkVersionUrl);
|
||||
Log.Warning("LoadMgr.RequestVersion, proxy:" + checkVersionUrl);
|
||||
|
||||
Log.Info($"Check Version Url=>{checkVersionUrl}");
|
||||
Log.Warning($"Check Version Url=>{checkVersionUrl}");
|
||||
|
||||
m_UnityWebRequest = UnityWebRequest.Get(checkVersionUrl);
|
||||
|
||||
@@ -163,7 +164,7 @@ namespace TEngine.Runtime
|
||||
return data;
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
if (m_result == null || !m_result.isDone)
|
||||
@@ -227,13 +228,17 @@ namespace TEngine.Runtime
|
||||
byte[] versionInfoBytes = m_UnityWebRequest.downloadHandler.data;
|
||||
string versionInfoString = Utility.Converter.GetString(versionInfoBytes);
|
||||
m_VersionInfo = Utility.Json.ToObject<OnlineVersionInfo>(versionInfoString);
|
||||
Log.Error("m_VersionInfo.ToString()" + m_VersionInfo.ToString());
|
||||
if (m_VersionInfo == null)
|
||||
{
|
||||
Log.Fatal("Parse VersionInfo failure.");
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info("Latest game version is '{0} ({1})', local game version is '{2} ({3})'.",
|
||||
Log.Error(" m_VersionInfo.GameVersion" + m_VersionInfo.GameVersion);
|
||||
Log.Error(" m_VersionInfo.InternalResourceVersion" + m_VersionInfo.InternalResourceVersion);
|
||||
Log.Error(" m_VersionInfo.GameVersion" + Version.GameVersion);
|
||||
Log.Error(" m_VersionInfo.InternalGameVersion" + Version.InternalGameVersion);
|
||||
Log.Error("Latest game version is '{0} ({1})', local game version is '{2} ({3})'.",
|
||||
m_VersionInfo.GameVersion,
|
||||
m_VersionInfo.InternalResourceVersion.ToString(),
|
||||
Version.GameVersion,
|
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using HybridCLR;
|
||||
@@ -17,8 +18,16 @@ namespace TEngine.Runtime
|
||||
"mscorlib.dll",
|
||||
"System.dll",
|
||||
"System.Core.dll",
|
||||
"HotFix.dll",
|
||||
};
|
||||
|
||||
private static Dictionary<string, byte[]> _AssetDatas = new Dictionary<string, byte[]>();
|
||||
|
||||
public static byte[] GetAssetData(string dllName)
|
||||
{
|
||||
return _AssetDatas[dllName];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。
|
||||
/// 一旦加载后,如果AOT泛型函数对应native实现不存在,则自动替换为解释模式执行
|
||||
@@ -30,16 +39,25 @@ namespace TEngine.Runtime
|
||||
|
||||
// 注意,补充元数据是给AOT dll补充元数据,而不是给热更新dll补充元数据。
|
||||
// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
|
||||
HomologousImageMode mode = HomologousImageMode.SuperSet;
|
||||
|
||||
foreach (var aotDllName in AOTMetaAssemblyNames)
|
||||
{
|
||||
byte[] dllBytes = TResources.Load<TextAsset>(aotDllName)?.bytes;
|
||||
var path = "DLL/" + aotDllName + ".bytes";
|
||||
Log.Warning(path);
|
||||
byte[] dllBytes = TResources.Load<TextAsset>(path)?.bytes;
|
||||
if (dllBytes == null)
|
||||
{
|
||||
Log.Fatal($"{aotDllName} is null");
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
_AssetDatas[aotDllName+".bytes"] = dllBytes;
|
||||
}
|
||||
|
||||
// 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
|
||||
LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes);
|
||||
LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
|
||||
Log.Info($"LoadMetadataForAOTAssembly:{aotDllName}. ret:{err}");
|
||||
}
|
||||
}
|
||||
@@ -51,10 +69,12 @@ namespace TEngine.Runtime
|
||||
|
||||
private IFsm<IProcedureManager> m_procedureOwner;
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
|
||||
LoadJobManager.Instance.LoadSceneAsync("L2Scene");
|
||||
|
||||
m_procedureOwner = procedureOwner;
|
||||
|
||||
if (!NeedLoadDll)
|
||||
@@ -66,28 +86,20 @@ namespace TEngine.Runtime
|
||||
LoadMetadataForAOTAssemblies();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Assembly hotfixAssembly = System.AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "Assembly-CSharp");
|
||||
StartHotfix(hotfixAssembly);
|
||||
Assembly hotfixAssembly = System.AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "HotFix");
|
||||
StartHotfixEntry(hotfixAssembly);
|
||||
#else
|
||||
TResources.LoadAsync<TextAsset>("Dll/HotFix.dll.bytes", (data =>
|
||||
try
|
||||
{
|
||||
if (data == null)
|
||||
{
|
||||
OnLoadAssetFail();
|
||||
return;
|
||||
}
|
||||
var obj = data as TextAsset;
|
||||
|
||||
if (obj == null)
|
||||
{
|
||||
OnLoadAssetFail();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
OnLoadAssetSuccess(obj);
|
||||
}
|
||||
}));
|
||||
Assembly hotfixAssembly =System.Reflection.Assembly.Load(GetAssetData("HotFix.dll.bytes"));
|
||||
StartHotfixEntry(hotfixAssembly);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
OnLoadAssetFail();
|
||||
Log.Error(e.Message);
|
||||
throw;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -96,7 +108,7 @@ namespace TEngine.Runtime
|
||||
TextAsset dll = (TextAsset)asset;
|
||||
Assembly hotfixAssembly = System.Reflection.Assembly.Load(dll.bytes);
|
||||
Log.Info("Load hotfix dll OK.");
|
||||
StartHotfix(hotfixAssembly);
|
||||
StartHotfixEntry(hotfixAssembly);
|
||||
}
|
||||
|
||||
private void OnLoadAssetFail()
|
||||
@@ -104,7 +116,7 @@ namespace TEngine.Runtime
|
||||
Log.Error("Load hotfix dll failed. ");
|
||||
}
|
||||
|
||||
private void StartHotfix(Assembly hotfixAssembly)
|
||||
private void StartHotfixEntry(Assembly hotfixAssembly)
|
||||
{
|
||||
var hotfixEntry = hotfixAssembly.GetType("HotFix.GameHotfixEntry");
|
||||
var start = hotfixEntry.GetMethod("Start");
|
@@ -0,0 +1,20 @@
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 流程加载器 - 开始起点
|
||||
/// </summary>
|
||||
public class ProcedureLaunch : ProcedureBase
|
||||
{
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
ResMgr.Instance.Active();
|
||||
}
|
||||
|
||||
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
ChangeState<ProcedureSplash>(procedureOwner);
|
||||
}
|
||||
}
|
||||
}
|
@@ -11,7 +11,7 @@ namespace TEngine.Runtime
|
||||
|
||||
private bool m_initResourceComplete = false;
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
|
||||
base.OnEnter(procedureOwner);
|
||||
@@ -23,7 +23,7 @@ namespace TEngine.Runtime
|
||||
}),new WaitForSeconds(1f));
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
||||
@@ -34,7 +34,7 @@ namespace TEngine.Runtime
|
||||
}
|
||||
|
||||
|
||||
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
protected internal override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
{
|
||||
base.OnLeave(procedureOwner, isShutdown);
|
||||
GameEvent.RemoveEventListener(OnInitResourceCompleteEvent, OnInitResourceComplete);
|
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using TEngine.Runtime.HotUpdate;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace TEngine.Runtime
|
||||
{
|
||||
@@ -14,7 +15,7 @@ namespace TEngine.Runtime
|
||||
private IFsm<IProcedureManager> _procedureOwner;
|
||||
private bool _dllLoad = false;
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
@@ -85,7 +86,7 @@ namespace TEngine.Runtime
|
||||
LoadMgr.Instance.StartUpdate(data.List);
|
||||
}, () =>
|
||||
{
|
||||
StartGame();
|
||||
ProcedureCodeInit();
|
||||
});
|
||||
}
|
||||
//不提示
|
||||
@@ -107,7 +108,7 @@ namespace TEngine.Runtime
|
||||
LoadMgr.Instance.StartUpdate(data.List);
|
||||
}, () =>
|
||||
{
|
||||
StartGame();
|
||||
ProcedureCodeInit();
|
||||
});
|
||||
}
|
||||
//不提示
|
||||
@@ -124,9 +125,9 @@ namespace TEngine.Runtime
|
||||
return false;
|
||||
}
|
||||
|
||||
private void StartGame()
|
||||
private void ProcedureCodeInit()
|
||||
{
|
||||
ChangeState<ProcedureStartGame>(_procedureOwner);
|
||||
ChangeState<ProcedureCodeInit>(_procedureOwner);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -144,6 +145,7 @@ namespace TEngine.Runtime
|
||||
_onlineVersionInfo.ResourceVersion = int.Parse(GameConfig.Instance.ResId);
|
||||
}
|
||||
GameConfig.Instance.WriteResVersion(_onlineVersionInfo.ResourceVersion.ToString());
|
||||
ResMgr.Instance.ReLoad();
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, "所有资源下载完成,稍后进入游戏!");
|
||||
LoaderUtilities.DelayFun((() =>
|
||||
{
|
||||
@@ -165,7 +167,7 @@ namespace TEngine.Runtime
|
||||
|
||||
if (_dllLoad == false)
|
||||
{
|
||||
StartGame();
|
||||
ProcedureCodeInit();
|
||||
}
|
||||
else
|
||||
{
|
@@ -8,7 +8,7 @@ namespace TEngine.Runtime
|
||||
{
|
||||
private bool m_VerifyResourcesComplete = false;
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
@@ -11,17 +11,7 @@ namespace TEngine.Runtime
|
||||
/// </summary>
|
||||
public class ProcedureSplash : ProcedureBase
|
||||
{
|
||||
protected override void OnInit(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnInit(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||
float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
@@ -10,7 +10,7 @@
|
||||
/// </summary>
|
||||
public class ProcedureStartGame : ProcedureBase
|
||||
{
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
GameEvent.Send(TEngineEvent.OnStartGame);
|
@@ -1,6 +1,9 @@
|
||||
{
|
||||
"name": "TEngine.Runtime",
|
||||
"references": [],
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:13ba8ce62aa80c74598530029cb2d649"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": true,
|
||||
|
8
Assets/TResources.meta
Normal file
8
Assets/TResources.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f680c7d1ec718384a8960405c3cf412c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/TResources/DLL.meta
Normal file
8
Assets/TResources/DLL.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0ec9fb4455500c418e4543b03e6de32
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/TResources/DLL/Assembly-CSharp.dll.bytes
Normal file
BIN
Assets/TResources/DLL/Assembly-CSharp.dll.bytes
Normal file
Binary file not shown.
7
Assets/TResources/DLL/Assembly-CSharp.dll.bytes.meta
Normal file
7
Assets/TResources/DLL/Assembly-CSharp.dll.bytes.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31f0b82c8b629874a929f0415349de31
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/TResources/DLL/HotFix.dll.bytes
Normal file
BIN
Assets/TResources/DLL/HotFix.dll.bytes
Normal file
Binary file not shown.
7
Assets/TResources/DLL/HotFix.dll.bytes.meta
Normal file
7
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7
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8
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8
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97
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97
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7
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Reference in New Issue
Block a user