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[+] Procedure
[+] Procedure
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91
Assets/GameScripts/Main/Procedure/ProcedureLaunch.cs
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91
Assets/GameScripts/Main/Procedure/ProcedureLaunch.cs
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using System;
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using TEngine;
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using TEngine.Localization;
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using YooAsset;
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using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
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namespace GameMain
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{
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/// <summary>
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/// 流程 => 启动器。
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/// </summary>
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public class ProcedureLaunch : ProcedureBase
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{
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public override bool UseNativeDialog => true;
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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base.OnEnter(procedureOwner);
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// 构建信息:发布版本时,把一些数据以 Json 的格式写入 Assets/GameMain/Configs/BuildInfo.txt,供游戏逻辑读取
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// GameModule.BuiltinData.InitBuildInfo();
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// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
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InitLanguageSettings();
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// 声音配置:根据用户配置数据,设置即将使用的声音选项
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InitSoundSettings();
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// 默认字典:加载默认字典文件 Assets/GameMain/Configs/DefaultDictionary.xml
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// 此字典文件记录了资源更新前使用的各种语言的字符串,会随 App 一起发布,故不可更新
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// GameModule.BuiltinData.InitDefaultDictionary();
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}
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protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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// 运行一帧即切换到 Splash 展示流程
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ChangeState<ProcedureSplash>(procedureOwner);
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}
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private void InitLanguageSettings()
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{
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if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode && GameModule.Base.EditorLanguage != Language.Unspecified)
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{
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// 编辑器资源模式直接使用 Inspector 上设置的语言
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return;
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}
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// Language language = GameModule.Localization.Language;
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// if (GameModule.Setting.HasSetting(Constant.Setting.Language))
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// {
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// try
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// {
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// string languageString = GameModule.Setting.GetString(Constant.Setting.Language);
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// language = (Language)Enum.Parse(typeof(Language), languageString);
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// }
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// catch(Exception exception)
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// {
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// Log.Error("Init language error, reason {0}",exception.ToString());
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// }
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// }
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// if (language != Language.English
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// && language != Language.ChineseSimplified
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// && language != Language.ChineseTraditional
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// && language != Language.Korean)
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// {
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// // 若是暂不支持的语言,则使用英语
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// language = Language.English;
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//
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// GameModule.Setting.SetString(Constant.Setting.Language, language.ToString());
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// GameModule.Setting.Save();
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// }
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//
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// GameModule.Localization.Language = language;
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// Log.Info("Init language settings complete, current language is '{0}'.", language.ToString());
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}
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private void InitSoundSettings()
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{
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// GameModule.Sound.Mute("Music", GameModule.Setting.GetBool(Constant.Setting.MusicMuted, false));
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// GameModule.Sound.SetVolume("Music", GameModule.Setting.GetFloat(Constant.Setting.MusicVolume, 0.3f));
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// GameModule.Sound.Mute("Sound", GameModule.Setting.GetBool(Constant.Setting.SoundMuted, false));
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// GameModule.Sound.SetVolume("Sound", GameModule.Setting.GetFloat(Constant.Setting.SoundVolume, 1f));
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// GameModule.Sound.Mute("UISound", GameModule.Setting.GetBool(Constant.Setting.UISoundMuted, false));
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// GameModule.Sound.SetVolume("UISound", GameModule.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f));
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Log.Info("Init sound settings complete.");
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}
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}
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}
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