升级HybridCLR 1.1.20

升级HybridCLR 1.1.20
This commit is contained in:
ALEXTANG
2023-02-10 12:06:15 +08:00
parent f1bd8e4a5f
commit 1edbfcc086
75 changed files with 1683 additions and 404 deletions

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@@ -72,7 +72,7 @@ namespace TEngineCore.Editor
/// <summary>
/// 文件过滤
/// </summary>
private string[] fileExcludeFilter = new[] { ".cs", ".meta", ".dll", ".DS_Store", ".unity" };
private string[] fileExcludeFilter = new[] { ".cs", ".meta", ".dll", ".DS_Store"/*, ".unity" */};
/// <summary>
/// 资源环信息初始化

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@@ -1,11 +1,13 @@
using System;
using System.IO;
using TEngine;
using TEngine.Editor;
using TEngine.Runtime;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
using Object = UnityEngine.Object;
using Type = System.Type;
namespace TEngineCore.Editor
{
@@ -222,7 +224,7 @@ namespace TEngineCore.Editor
#endregion
#region
[BuilderEditor("Copy And Encrpt DLL", ContentType.Button, ",CB:CopyDLL,FlowA:disPlayType:1")]
[BuilderEditor("Generate DLL", ContentType.Button, ",CB:GenerateDLL,FlowA:disPlayType:1")]
private int copydll;
[BuilderEditor("Build AssetBundle", ContentType.Button, ",CB:BuildAssetBundle,FlowA:disPlayType:1")]
@@ -649,6 +651,24 @@ namespace TEngineCore.Editor
}
}
private void GenerateDLL(string args)
{
if (EditorApplication.isCompiling)
{
EditorUtility.DisplayDialog("Build AssetBundle", "请等待编译完成", "ok");
return;
}
ApplyArgs("");
BuildAssetsCommand.BuildAndCopyABAOTHotUpdateDlls();
TLogger.LogInfoSuccessd("1.生成DLL的bytes成功");
AssetDatabase.Refresh();
GUIUtility.ExitGUI();
}
private void CopyDLL(string args)
{

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 027adf2a5b5352a498cfa2ad92dda120
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,147 @@
using HybridCLR.Editor.Commands;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HybridCLR.Editor;
using TEngine.Runtime;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
public static class BuildAssetsCommand
{
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);
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1a8357532218e6f49a9bb9401382d6d4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -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
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7796c8df856ac4a4a9d644329c1f0958
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,7 +1,10 @@
{
"name": "TEngine.Editor",
"rootNamespace": "",
"references": [
"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2"
"GUID:f4ecd6f7bd8993043b6cec60dd0cf2b2",
"GUID:13ba8ce62aa80c74598530029cb2d649",
"GUID:2373f786d14518f44b0f475db77ba4de"
],
"includePlatforms": [
"Editor"

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@@ -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>

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 16c2d564e2614539ae1ce24761808e86
timeCreated: 1675252193

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@@ -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();
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b6604789763448b7afa669c2cd352cfc
timeCreated: 1675252202

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@@ -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;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b5bbbf8a8cdf4a1fb239ddbc8fd855f2
timeCreated: 1675252202

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@@ -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;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d14939b3184744598b90eebd67b4bf5f
timeCreated: 1675252346

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@@ -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))

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@@ -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
}
}

View File

@@ -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

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@@ -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;
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 39615847fdccd4b42a6be39d1d6824ad
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,350 @@
using System;
using System.Collections.Generic;
using TEngine.Runtime.HotUpdate;
using UnityEngine;
using UnityEngine.Networking;
namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 检查版本更新
/// </summary>
public class ProcedureCheckVersion:ProcedureBase
{
private bool m_CheckVersionComplete = false;
private bool m_NeedUpdateVersion = false;
private OnlineVersionInfo m_VersionInfo = null;
private UnityWebRequest m_UnityWebRequest;
private UnityWebRequestAsyncOperation m_result;
private int _curTryCount;
private const int MaxTryCount = 3;
private void PreLoadHotUpdate()
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
//热更新UI初始化
UILoadMgr.Initialize();
UILoadMgr.Show(UIDefine.UILoadUpdate);
}
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();
}
/// <summary>
/// 请求热更数据
/// </summary>
private void RequestVersion()
{
Log.Warning("On RequestVersion");
_curTryCount++;
if (_curTryCount > MaxTryCount)
{
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Net_Error, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => {
_curTryCount = 0;
RequestVersion();
}, () =>
{
Application.Quit();
});
return;
}
var checkVersionUrl = Utility.Text.Format(HotUpdateMgr.Instance.BuildInfo.CheckVersionUrl,
GetPlatformPath());
UILoadMgr.Show(UIDefine.UILoadUpdate, string.Format(LoadText.Instance.Label_Load_Checking, _curTryCount));
if (string.IsNullOrEmpty(checkVersionUrl))
{
TLogger.LogError("LoadMgr.RequestVersion, remote url is empty or null");
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_RemoteUrlisNull, MessageShowType.OneButton,
LoadStyle.StyleEnum.Style_QuitApp,
Application.Quit);
return;
}
Log.Warning("LoadMgr.RequestVersion, proxy:" + checkVersionUrl);
Log.Warning($"Check Version Url=>{checkVersionUrl}");
m_UnityWebRequest = UnityWebRequest.Get(checkVersionUrl);
m_result = m_UnityWebRequest.SendWebRequest();
}
private LoadData GenLoadData()
{
var onlineResListUrl = m_VersionInfo.UpdatePrefixUri + "/" + m_VersionInfo.ResourceVersion +"/";
Log.Warning(onlineResListUrl);
string resListStr = string.Empty;
try
{
resListStr = LoaderUtilities.HttpGet(onlineResListUrl + "Md5List.json");
}
catch (Exception e)
{
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Net_Error+e.Message, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => {
RequestVersion();
}, () =>
{
Application.Quit();
});
return null;
}
var resDic = (Dictionary<string, object>)MiniJSON.Json.Deserialize(resListStr);
List<object> resList = (List<object>)resDic["_target"];
var data = new LoadData();
data.Type = UpdateType.ResourceUpdate;
data.Style = UpdateStyle.Optional;
data.Notice = UpdateNotice.Notice;
data.Type = m_VersionInfo.UpdateType;
if (GameConfig.Instance.ResId == m_VersionInfo.ResourceVersion.ToString())
{
TLogger.LogInfo("GameConfig.Instance.ResId 匹配,无需更新");
UILoadMgr.Show(UIDefine.UILoadUpdate, "校验资源版中...");
LoaderUtilities.DelayFun((() =>
{
UILoadMgr.Show(UIDefine.UILoadUpdate, "资源版校验完成!!!");
}), new WaitForSeconds(1f));
LoaderUtilities.DelayFun((() =>
{
UILoadMgr.HideAll();
}),new WaitForSeconds(2f));
data.Type = UpdateType.None;
}
if (data.Type != UpdateType.PackageUpdate)
{
data.Style = m_VersionInfo.UpdateStyle;
data.Notice = m_VersionInfo.UpdateNotice;
}
data.List = new List<LoadResource>();
data.All = new List<LoadResource>();
if (resList != null)
{
for (int i = 0; i < resList.Count; i++)
{
var item = (Dictionary<string, object>)resList[i];
string fileName = item["fileName"].ToString();
var itemTemp = new LoadResource
{
RemoteUrl = onlineResListUrl + fileName,
Md5 = item["md5"].ToString(),
Size = (long)item["fileSize"],
Url = fileName,
};
data.List.Add(itemTemp);
data.All.Add(itemTemp);
}
}
return data;
}
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (m_result == null || !m_result.isDone)
{
return;
}
else
{
CheckWebRequest();
}
if (!m_CheckVersionComplete)
{
return;
}
if (m_NeedUpdateVersion)
{
var data = GenLoadData();
if (data == null)
{
m_UnityWebRequest.Dispose();
m_result = null;
m_UnityWebRequest = null;
return;
}
procedureOwner.SetData<LoadData>("LoadData", data);
procedureOwner.SetData<OnlineVersionInfo>("OnlineVersionInfo", m_VersionInfo);
ChangeState<ProcedureResourcesUpdate>(procedureOwner);
}
else
{
var data = GenLoadData();
if (data == null)
{
m_UnityWebRequest.Dispose();
m_result = null;
m_UnityWebRequest = null;
return;
}
procedureOwner.SetData<LoadData>("LoadData", data);
procedureOwner.SetData<OnlineVersionInfo>("OnlineVersionInfo", m_VersionInfo);
ChangeState<ProcedureCodeInit>(procedureOwner);
}
}
/// <summary>
/// 检测版本检查网络请求
/// </summary>
private void CheckWebRequest()
{
if (m_result == null || !m_result.isDone)
{
return;
}
if (m_UnityWebRequest != null && m_UnityWebRequest.isDone)
{
if (m_UnityWebRequest.error == null)
{
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.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,
Version.InternalGameVersion.ToString());
Log.Warning("GameConfig.Instance.ResId " + GameConfig.Instance.ResId);
Log.Warning("Version.ResourceVersion " + m_VersionInfo.ResourceVersion);
if (string.Equals(GameConfig.Instance.ResId, m_VersionInfo.ResourceVersion.ToString()))
{
m_NeedUpdateVersion = false;
}
else
{
m_NeedUpdateVersion = true;
}
m_CheckVersionComplete = true;
}
else
{
Log.Fatal($"Check version failure :{m_UnityWebRequest.error}");
m_UnityWebRequest.Dispose();
m_result = null;
m_UnityWebRequest = null;
LoaderUtilities.DelayFun(RequestVersion, new WaitForSeconds(1f));
}
}
}
/// <summary>
/// 跳转到APP下载路径
/// </summary>
/// <param name="userData"></param>
private void GotoUpdateApp(object userData)
{
string url = null;
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
url = HotUpdateMgr.Instance.BuildInfo.WindowsAppUrl;
#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
url = HotUpdateMgr.Instance.BuildInfo.MacOSAppUrl;
#elif UNITY_IOS
url = HotUpdateMgr.Instance.BuildInfo.IOSAppUrl;
#elif UNITY_ANDROID
url = HotUpdateMgr.Instance.BuildInfo.AndroidAppUrl;
#endif
if (!string.IsNullOrEmpty(url))
{
Application.OpenURL(url);
}
}
/// <summary>
/// 获取不同平台的资源检测路径
/// </summary>
/// <returns></returns>
private string GetPlatformPath()
{
#if UNITY_EDITOR
#if UNITY_STANDALONE_WIN
return "Windows";
#elif UNITY_EDITOR_OSX
return "IOS";
#elif UNITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android";
#else
return "Unknow"
#endif
#else
// 这里和 PlatformUtility.GetPlatformPath() 对应。由 Unity.RuntimePlatform 得到 平台标识符
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
case RuntimePlatform.WindowsPlayer:
return "Windows";
case RuntimePlatform.OSXEditor:
case RuntimePlatform.OSXPlayer:
return "MacOS";
case RuntimePlatform.IPhonePlayer:
return "IOS";
case RuntimePlatform.Android:
return "Android";
case RuntimePlatform.WSAPlayerX64:
case RuntimePlatform.WSAPlayerX86:
case RuntimePlatform.WSAPlayerARM:
return "WSA";
case RuntimePlatform.WebGLPlayer:
return "WebGL";
case RuntimePlatform.LinuxEditor:
case RuntimePlatform.LinuxPlayer:
return "Linux";
default:
Log.Fatal(Application.platform.ToString());
throw new System.NotSupportedException(Utility.Text.Format("Platform '{0}' is not supported.", Application.platform));
}
#endif
}
}
}

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fileFormatVersion: 2
guid: b4174e49b2cd17241878ed96673b9785
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,127 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using HybridCLR;
using UnityEngine;
namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 代码初始化
/// </summary>
public class ProcedureCodeInit : ProcedureBase
{
public static List<string> AOTMetaAssemblyNames { get; } = new List<string>()
{
"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
/// </summary>
private static void LoadMetadataForAOTAssemblies()
{
// 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致而不能直接使用原始dll。
// 我们在BuildProcessors里添加了处理代码这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。
// 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)
{
var path = "DLL/" + aotDllName + ".bytes";
Log.Warning(path);
byte[] dllBytes = TResources.Load<TextAsset>(path)?.bytes;
if (dllBytes == null)
{
Log.Fatal($"{aotDllName} is null");
continue;
}
else
{
_AssetDatas[aotDllName+".bytes"] = dllBytes;
}
// 加载assembly对应的dll会自动为它hook。一旦aot泛型函数的native函数不存在用解释器版本代码
LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
Log.Info($"LoadMetadataForAOTAssembly:{aotDllName}. ret:{err}");
}
}
/// <summary>
/// 是否需要加载热更新DLL
/// </summary>
public bool NeedLoadDll => ResourceComponent.Instance.ResourceMode == ResourceMode.Updatable || ResourceComponent.Instance.ResourceMode == ResourceMode.UpdatableWhilePlaying;
private IFsm<IProcedureManager> m_procedureOwner;
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
LoadJobManager.Instance.LoadSceneAsync("L2Scene");
m_procedureOwner = procedureOwner;
if (!NeedLoadDll)
{
ChangeState<ProcedureStartGame>(procedureOwner);
return;
}
LoadMetadataForAOTAssemblies();
#if UNITY_EDITOR
Assembly hotfixAssembly = System.AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "HotFix");
StartHotfixEntry(hotfixAssembly);
#else
try
{
Assembly hotfixAssembly =System.Reflection.Assembly.Load(GetAssetData("HotFix.dll.bytes"));
StartHotfixEntry(hotfixAssembly);
}
catch (Exception e)
{
OnLoadAssetFail();
Log.Error(e.Message);
throw;
}
#endif
}
private void OnLoadAssetSuccess(TextAsset asset)
{
TextAsset dll = (TextAsset)asset;
Assembly hotfixAssembly = System.Reflection.Assembly.Load(dll.bytes);
Log.Info("Load hotfix dll OK.");
StartHotfixEntry(hotfixAssembly);
}
private void OnLoadAssetFail()
{
Log.Error("Load hotfix dll failed. ");
}
private void StartHotfixEntry(Assembly hotfixAssembly)
{
var hotfixEntry = hotfixAssembly.GetType("HotFix.GameHotfixEntry");
var start = hotfixEntry.GetMethod("Start");
start?.Invoke(null, null);
ChangeState<ProcedureStartGame>(m_procedureOwner);
}
}
}

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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -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);
}
}
}

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fileFormatVersion: 2
guid: 31acbba6c65c0314985944275895f1c0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 资源初始化
/// </summary>
public class ProcedureResourcesInit : ProcedureBase
{
public static int OnInitResourceCompleteEvent = StringId.StringToHash("OnInitResourceComplete");
private bool m_initResourceComplete = false;
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
GameEvent.AddEventListener(OnInitResourceCompleteEvent, OnInitResourceComplete);
m_initResourceComplete = false;
LoaderUtilities.DelayFun((() =>
{
GameEvent.Send(OnInitResourceCompleteEvent);
}),new WaitForSeconds(1f));
}
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (m_initResourceComplete)
{
ChangeState<ProcedureCodeInit>(procedureOwner);
}
}
protected internal override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
GameEvent.RemoveEventListener(OnInitResourceCompleteEvent, OnInitResourceComplete);
}
private void OnInitResourceComplete()
{
m_initResourceComplete = true;
Log.Info("OnInitResourceComplete 初始化资源完成");
}
}
}

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fileFormatVersion: 2
guid: 22e55cee812c74f4d9e831d604e3fa33
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,201 @@
using System;
using TEngine.Runtime.HotUpdate;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 资源下载/资源热更新/资源校验
/// </summary>
internal class ProcedureResourcesUpdate : ProcedureBase
{
private LoadData _currentData;
private OnlineVersionInfo _onlineVersionInfo;
private IFsm<IProcedureManager> _procedureOwner;
private bool _dllLoad = false;
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
GameEvent.AddEventListener<bool>(LoadMgr.DownLoadFinish,AllDownLoaded);
_procedureOwner = procedureOwner;
_currentData = procedureOwner.GetData<LoadData>("LoadData");
_onlineVersionInfo = procedureOwner.GetData<OnlineVersionInfo>("OnlineVersionInfo");
_currentData.List = LoadMgr.Instance.CheckLocalExitResource(_currentData.List);
if (_currentData.List.Count <= 0)
{
LoadMgr.Instance.DownLoadCallBack((int)DownLoadResult.AllDownLoaded, GameStatus.AssetLoad, _currentData.All);
}
else
{
ShowUpdateType(_currentData);
}
}
/// <summary>
/// 显示更新方式
/// </summary>
/// <returns></returns>
private bool ShowUpdateType(LoadData data)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Load_Checked);
//底包更新
if (data.Type == UpdateType.PackageUpdate)
{
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Load_Package, MessageShowType.OneButton,
LoadStyle.StyleEnum.Style_DownLoadApk,
() =>
{
LoadMgr.Instance.StartUpdate(data.List);
});
return true;
}
//资源更新
else if (data.Type == UpdateType.ResourceUpdate)
{
//强制
if (data.Style == UpdateStyle.Froce)
{
//提示
if (data.Notice == UpdateNotice.Notice)
{
NetworkReachability n = Application.internetReachability;
string desc = LoadText.Instance.Label_Load_Force_WIFI;
if (n == NetworkReachability.ReachableViaCarrierDataNetwork)
{
desc = LoadText.Instance.Label_Load_Force_NO_WIFI;
}
long totalSize = 0;
foreach (var item in data.List)
{
totalSize += item.Size;
}
desc = string.Format(desc, LoaderUtilities.FormatData(totalSize));
LoaderUtilities.ShowMessageBox(desc, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_StartUpdate_Notice,
() =>
{
LoadMgr.Instance.StartUpdate(data.List);
}, () =>
{
ProcedureCodeInit();
});
}
//不提示
else if (data.Notice == UpdateNotice.NoNotice)
{
LoadMgr.Instance.StartUpdate(data.List);
}
}
//非强制
else if (data.Style == UpdateStyle.Optional)
{
//提示
if (data.Notice == UpdateNotice.Notice)
{
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Load_Notice, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_StartUpdate_Notice,
() =>
{
LoadMgr.Instance.StartUpdate(data.List);
}, () =>
{
ProcedureCodeInit();
});
}
//不提示
else if (data.Notice == UpdateNotice.NoNotice)
{
LoadMgr.Instance.StartUpdate(data.List);
}
}
else
TLogger.LogError("LoadMgr._CheckUpdate, style is error,code:" + data.Style);
return true;
}
//没有更新
return false;
}
private void ProcedureCodeInit()
{
ChangeState<ProcedureCodeInit>(_procedureOwner);
}
/// <summary>
/// 全部下载完成回调
/// </summary>
/// <param name="result"></param>
private void AllDownLoaded(bool result)
{
if (result)
{
try
{
if (string.IsNullOrEmpty(_onlineVersionInfo.ResourceVersion.ToString()))
{
_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((() =>
{
UILoadMgr.HideAll();
}), new WaitForSeconds(2));
}
catch (Exception e)
{
TLogger.LogError(e.StackTrace);
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Load_UnPackError, MessageShowType.OneButton,
LoadStyle.StyleEnum.Style_RestartApp,
() =>
{
Application.Quit();
});
return;
}
if (_dllLoad == false)
{
ProcedureCodeInit();
}
else
{
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_RestartApp, MessageShowType.OneButton,
LoadStyle.StyleEnum.Style_RestartApp,
() =>
{
Application.Quit();
});
}
}
else
{
foreach (var item in _currentData.List)
{
if (item.Url == null)
{
continue;
}
LoaderUtilities.DeleteFile(FileSystem.ResourceRoot + "/" + item.Url);
}
LoaderUtilities.ShowMessageBox(LoadText.Instance.Label_Load_UnPackError, MessageShowType.OneButton,
LoadStyle.StyleEnum.Style_QuitApp,
() => {
Application.Quit();
});
}
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,29 @@

namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 资源校验(暂无)
/// </summary>
internal class ProcedureResourcesVerify:ProcedureBase
{
private bool m_VerifyResourcesComplete = false;
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_VerifyResourcesComplete)
{
return;
}
ChangeState<ProcedureCodeInit>(procedureOwner);
}
private void OnVerifyResourcesComplete(bool result)
{
m_VerifyResourcesComplete = true;
Log.Info("Verify resources complete, result is '{0}'.", result);
}
}
}

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fileFormatVersion: 2
guid: 7e515393a43f24f459c7d87a50d78084
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,33 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TEngine.Runtime
{
/// <summary>
/// 流程加载器 - 闪屏
/// </summary>
public class ProcedureSplash : ProcedureBase
{
protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// TODO: 这里可以播放一个 Splash 动画
// ...
if (ResourceComponent.Instance.ResourceMode == ResourceMode.Package)
{
Log.Info("单机模式 ChangeState<ProcedureInitResources>");
ChangeState<ProcedureResourcesInit>(procedureOwner);
}
else
{
Log.Info("可更新模式 ChangeState<ProcedureCheckVersion>");
ChangeState<ProcedureCheckVersion>(procedureOwner);
}
}
}
}

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fileFormatVersion: 2
guid: cea4ebefaac8fbd468eb0b3591277ec6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,19 @@
namespace TEngine.Runtime
{
public static partial class TEngineEvent
{
public static readonly int OnStartGame = StringId.StringToHash("TEngineEvent.OnStartGame");
}
/// <summary>
/// 流程加载器 - 终点StartGame
/// </summary>
public class ProcedureStartGame : ProcedureBase
{
protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
GameEvent.Send(TEngineEvent.OnStartGame);
}
}
}

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fileFormatVersion: 2
guid: e7fd9e9398439a34197e5e3c73094987
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,6 +1,9 @@
{
"name": "TEngine.Runtime",
"references": [],
"rootNamespace": "",
"references": [
"GUID:13ba8ce62aa80c74598530029cb2d649"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": true,