mirror of
https://github.com/Alex-Rachel/TEngine.git
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TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
This commit is contained in:
@@ -171,7 +171,7 @@ namespace GameLogic
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CurState = false;
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}
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public override void OnDestroy()
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protected override void OnDestroy()
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{
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RemoveNotifyBind();
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}
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@@ -516,7 +516,7 @@ namespace GameLogic
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{
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if (paramList is { Count: > 0 })
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{
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return false;
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return true;
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}
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return false;
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@@ -7,14 +7,14 @@ namespace GameLogic
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public class RedNoteWidget : UIWidget
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{
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#region 脚本工具生成的代码
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public override void ScriptGenerator()
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protected override void ScriptGenerator()
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{
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}
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#endregion
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private Image m_image;
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public RedNoteBehaviour m_redNote;
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public override void OnCreate()
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protected override void OnCreate()
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{
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m_redNote = CreateWidget<RedNoteBehaviour>(gameObject);
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m_image = gameObject.GetComponent<Image>();
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@@ -42,10 +42,10 @@ namespace GameLogic
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public void SetSprite(string sprite)
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{
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m_image.SetSprite(sprite);
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// m_image.SetSprite(sprite);
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}
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public override void OnUpdate()
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protected override void OnUpdate()
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{
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/*if (!m_redNote.CurState)
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{
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@@ -377,7 +377,7 @@ namespace GameLogic
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private GridItemPool TryCreateItemPool(string itemPrefabName)
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{
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string resPath = itemPrefabName;
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GameObject go = GameModule.Resource.LoadAsset<GameObject>(resPath, _containerTrans);
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GameObject go = GameModule.Resource.LoadGameObject(resPath, parent: _containerTrans);
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if (go != null)
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{
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go.SetActive(false);
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@@ -669,7 +669,7 @@ namespace GameLogic
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private ItemPool TryCreateItemPool(string itemPrefabName)
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{
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string resPath = itemPrefabName;
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GameObject go = GameModule.Resource.LoadAsset<GameObject>(resPath, _containerTrans);
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GameObject go = GameModule.Resource.LoadGameObject(resPath, parent: _containerTrans);
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if (go != null)
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{
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go.SetActive(false);
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@@ -55,7 +55,7 @@ namespace GameLogic
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}
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}
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public override void BindMemberProperty()
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protected override void BindMemberProperty()
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{
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m_selectNode = FindChild("SelectNode");
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m_noSelectNode = FindChild("NoSelectNode");
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@@ -86,7 +86,7 @@ namespace GameLogic
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{
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}
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public override void RegisterEvent()
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protected override void RegisterEvent()
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{
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base.RegisterEvent();
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AddSelectEvt();
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@@ -30,19 +30,19 @@ namespace GameLogic
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/// </summary>
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public List<TItem> items => m_items;
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public override void BindMemberProperty()
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protected override void BindMemberProperty()
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{
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base.BindMemberProperty();
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LoopRectView = rectTransform.GetComponent<LoopGridView>();
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}
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public override void OnCreate()
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protected override void OnCreate()
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{
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base.OnCreate();
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LoopRectView.InitGridView(0, OnGetItemByIndex);
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}
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public override void OnDestroy()
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protected override void OnDestroy()
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{
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base.OnDestroy();
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m_itemCache.Clear();
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@@ -10,13 +10,13 @@ namespace GameLogic
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private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
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public override void BindMemberProperty()
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protected override void BindMemberProperty()
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{
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base.BindMemberProperty();
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LoopRectView = this.rectTransform.GetComponent<LoopListView>();
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}
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public override void OnDestroy()
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protected override void OnDestroy()
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{
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base.OnDestroy();
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m_itemCache.Clear();
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@@ -31,19 +31,19 @@ namespace GameLogic
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/// </summary>
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public List<TItem> items => m_items;
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public override void BindMemberProperty()
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protected override void BindMemberProperty()
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{
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base.BindMemberProperty();
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LoopRectView = rectTransform.GetComponent<LoopListView>();
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}
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public override void OnCreate()
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protected override void OnCreate()
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{
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base.OnCreate();
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LoopRectView.InitListView(0, OnGetItemByIndex);
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}
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public override void OnDestroy()
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protected override void OnDestroy()
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{
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base.OnDestroy();
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m_itemCache.Clear();
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@@ -3,11 +3,9 @@
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"rootNamespace": "GameLogic",
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"references": [
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"GUID:6055be8ebefd69e48b49212b09b47b2f",
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"GUID:15fc0a57446b3144c949da3e2b9737a9",
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"GUID:cbb0d51b565003841ae81cdbaf747114",
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"GUID:8f58f15387c7a6f4fad9857024eb47f7",
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"GUID:24c092aee38482f4e80715eaa8148782",
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"GUID:e34a5702dd353724aa315fb8011f08c3",
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"GUID:f51ebe6a0ceec4240a699833d6309b23"
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],
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"includePlatforms": [],
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@@ -2,12 +2,9 @@
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"name": "GameProto",
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"rootNamespace": "",
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"references": [
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"GUID:d8b63aba1907145bea998dd612889d6b",
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"GUID:cbb0d51b565003841ae81cdbaf747114",
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"GUID:24c092aee38482f4e80715eaa8148782",
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"GUID:756335c0388f7114790e504ed368ae1d",
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"GUID:f51ebe6a0ceec4240a699833d6309b23",
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"GUID:e34a5702dd353724aa315fb8011f08c3"
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"GUID:f51ebe6a0ceec4240a699833d6309b23"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -1,11 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace GameProto
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{
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public class GameProto_Empty
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{
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 0bf9618a577c38c40a5ff75c626deb98
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -56,8 +56,8 @@ namespace GameMain
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/// </summary>
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public static void HideAll()
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{
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GameModule.UI.CloseWindow<UILoadTip>();
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GameModule.UI.CloseWindow<UILoadUpdate>();
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GameModule.UI.CloseUI<UILoadTip>();
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GameModule.UI.CloseUI<UILoadUpdate>();
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}
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}
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}
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@@ -25,7 +25,7 @@ namespace GameMain
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private Text m_textInfo;
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private Button m_btnIgnore;
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private Button m_btnUpdate;
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public override void ScriptGenerator()
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protected override void ScriptGenerator()
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{
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m_btnPackage = FindChildComponent<Button>("BgImage/m_btnPackage");
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m_textTittle = FindChildComponent<Text>("BgImage/m_textTittle");
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@@ -81,8 +81,18 @@ namespace GameMain
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#endregion
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public override void OnRefresh()
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protected override void OnRefresh()
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{
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OnOk = (Action)userDatas[1];
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OnCancel = (Action)userDatas[2];
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ShowType = (MessageShowType)userDatas[3];
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var loadStyleUI = gameObject.GetComponent<LoadStyle>();
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if (loadStyleUI)
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{
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loadStyleUI.SetStyle((LoadStyle.StyleEnum)userDatas[4]);
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}
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base.OnRefresh();
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m_btnIgnore.gameObject.SetActive(false);
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m_btnPackage.gameObject.SetActive(false);
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@@ -121,23 +131,7 @@ namespace GameMain
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Action onCancel = null,
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Action onPackage = null)
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{
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var operation = GameModule.UI.ShowUI<UILoadTip>(desc);
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if (operation == null || operation.Window == null)
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{
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return;
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}
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var ui = operation.Window as UILoadTip;
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ui.OnOk = onOk;
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ui.OnCancel = onCancel;
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ui.ShowType = showtype;
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ui.OnRefresh();
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var loadStyleUI = ui.gameObject.GetComponent<LoadStyle>();
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if (loadStyleUI)
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{
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loadStyleUI.SetStyle(style);
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}
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GameModule.UI.ShowUI<UILoadTip>(desc,onOk,onCancel,showtype,style);
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}
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}
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}
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@@ -16,7 +16,7 @@ namespace GameMain
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private Button m_btnClear;
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private Text m_textAppid;
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private Text m_textResid;
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public override void ScriptGenerator()
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protected override void ScriptGenerator()
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{
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m_imgBackGround = FindChildComponent<Image>("m_imgBackGround");
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m_textDesc = FindChildComponent<Text>("m_textDesc");
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@@ -28,7 +28,7 @@ namespace GameMain
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}
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#endregion
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public override void OnCreate()
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protected override void OnCreate()
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{
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base.OnCreate();
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LoadUpdateLogic.Instance.DownloadCompleteAction += DownLoad_Complete_Action;
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@@ -38,13 +38,13 @@ namespace GameMain
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m_btnClear.gameObject.SetActive(true);
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}
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public override void RegisterEvent()
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protected override void RegisterEvent()
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{
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base.RegisterEvent();
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AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
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}
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public override void OnRefresh()
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protected override void OnRefresh()
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{
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base.OnRefresh();
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}
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@@ -123,7 +123,7 @@ namespace GameMain
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m_scrollbarProgress.size = progress;
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}
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public override void OnDestroy()
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protected override void OnDestroy()
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{
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base.OnDestroy();
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OnStop(null);
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@@ -29,94 +29,113 @@ namespace GameMain
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private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
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{
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if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
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GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
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try
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{
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if (SettingsUtils.EnableUpdateData())
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if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
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GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
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{
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UpdateData updateData = await RequestUpdateData();
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if (updateData != null)
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if (SettingsUtils.EnableUpdateData())
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{
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if (!string.IsNullOrEmpty(updateData.HostServerURL))
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{
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SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
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}
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UpdateData updateData = await RequestUpdateData();
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if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
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if (updateData != null)
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{
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SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
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updateData.FallbackHostServerURL;
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if (!string.IsNullOrEmpty(updateData.HostServerURL))
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{
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SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
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}
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if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
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{
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SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
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updateData.FallbackHostServerURL;
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}
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}
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}
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}
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}
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var initializationOperation = GameModule.Resource.InitPackage();
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var initializationOperation = await GameModule.Resource.InitPackage();
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await UniTask.Delay(TimeSpan.FromSeconds(1f));
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await initializationOperation.ToUniTask();
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if (initializationOperation.Status == EOperationStatus.Succeed)
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{
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//热更新阶段文本初始化
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LoadText.Instance.InitConfigData(null);
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GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
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EPlayMode playMode = GameModule.Resource.PlayMode;
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// 编辑器模式。
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if (playMode == EPlayMode.EditorSimulateMode)
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if (initializationOperation.Status == EOperationStatus.Succeed)
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{
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Log.Info("Editor resource mode detected.");
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ChangeState<ProcedurePreload>(procedureOwner);
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//热更新阶段文本初始化
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LoadText.Instance.InitConfigData(null);
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GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
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EPlayMode playMode = GameModule.Resource.PlayMode;
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// 编辑器模式。
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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Log.Info("Editor resource mode detected.");
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ChangeState<ProcedurePreload>(procedureOwner);
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}
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// 单机模式。
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else if (playMode == EPlayMode.OfflinePlayMode)
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{
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Log.Info("Package resource mode detected.");
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ChangeState<ProcedureInitResources>(procedureOwner);
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}
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// 可更新模式。
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else if (playMode == EPlayMode.HostPlayMode)
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{
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// 打开启动UI。
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UILoadMgr.Show(UIDefine.UILoadUpdate);
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Log.Info("Updatable resource mode detected.");
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ChangeState<ProcedureUpdateVersion>(procedureOwner);
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}
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// 可更新模式。
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else if (playMode == EPlayMode.WebPlayMode)
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{
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Log.Info("WebPlayMode resource mode detected.");
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ChangeState<ProcedurePreload>(procedureOwner);
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}
|
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else
|
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{
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Log.Error("UnKnow resource mode detected Please check???");
|
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}
|
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}
|
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// 单机模式。
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else if (playMode == EPlayMode.OfflinePlayMode)
|
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{
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Log.Info("Package resource mode detected.");
|
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ChangeState<ProcedureInitResources>(procedureOwner);
|
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}
|
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// 可更新模式。
|
||||
else if (playMode == EPlayMode.HostPlayMode)
|
||||
else
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
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|
||||
Log.Info("Updatable resource mode detected.");
|
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ChangeState<ProcedureUpdateVersion>(procedureOwner);
|
||||
}
|
||||
// 可更新模式。
|
||||
else if (playMode == EPlayMode.WebPlayMode)
|
||||
{
|
||||
Log.Info("WebPlayMode resource mode detected.");
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("UnKnow resource mode detected Please check???");
|
||||
Log.Error($"{initializationOperation.Error}");
|
||||
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
|
||||
|
||||
UILoadTip.ShowMessageBox(
|
||||
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
|
||||
MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
|
||||
}
|
||||
}
|
||||
else
|
||||
catch (Exception e)
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Error($"{initializationOperation.Error}");
|
||||
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
|
||||
|
||||
UILoadTip.ShowMessageBox(
|
||||
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
|
||||
MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
|
||||
OnInitPackageFailed(procedureOwner, e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnInitPackageFailed(ProcedureOwner procedureOwner, string message)
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Error($"{message}");
|
||||
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
|
||||
|
||||
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{message}</color>", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); },
|
||||
Application.Quit);
|
||||
}
|
||||
|
||||
private void Retry(ProcedureOwner procedureOwner)
|
||||
{
|
||||
// 打开启动UI。
|
||||
|
@@ -2,7 +2,9 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
#if ENABLE_HYBRIDCLR
|
||||
using HybridCLR;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using TEngine;
|
||||
using System.Reflection;
|
||||
@@ -15,11 +17,6 @@ namespace GameMain
|
||||
/// </summary>
|
||||
public class ProcedureLoadAssembly : ProcedureBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 是否需要加载热更新DLL
|
||||
/// </summary>
|
||||
public bool NeedLoadDll => (int)GameModule.Resource.PlayMode > (int)EPlayMode.EditorSimulateMode;
|
||||
|
||||
private bool m_enableAddressable = true;
|
||||
public override bool UseNativeDialog => true;
|
||||
private int m_LoadAssetCount;
|
||||
@@ -59,7 +56,7 @@ namespace GameMain
|
||||
m_LoadMetadataAssemblyComplete = true;
|
||||
}
|
||||
|
||||
if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
m_MainLogicAssembly = GetMainLogicAssembly();
|
||||
}
|
||||
@@ -81,7 +78,7 @@ namespace GameMain
|
||||
|
||||
Log.Debug($"LoadAsset: [ {assetLocation} ]");
|
||||
m_LoadAssetCount++;
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
|
||||
}
|
||||
|
||||
m_LoadAssemblyWait = true;
|
||||
@@ -171,20 +168,19 @@ namespace GameMain
|
||||
/// <summary>
|
||||
/// 加载代码资源成功回调。
|
||||
/// </summary>
|
||||
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
||||
private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
|
||||
/// <param name="textAsset">代码资产。</param>
|
||||
private void LoadAssetSuccess(TextAsset textAsset)
|
||||
{
|
||||
m_LoadAssetCount--;
|
||||
var assetName = assetOperationHandle.AssetObject.name;
|
||||
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
|
||||
|
||||
var textAsset = assetOperationHandle.AssetObject as TextAsset;
|
||||
if (textAsset == null)
|
||||
{
|
||||
Log.Warning($"Load text asset [ {assetName} ] failed.");
|
||||
Log.Warning($"Load Assembly failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
var assetName = textAsset.name;
|
||||
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
|
||||
|
||||
try
|
||||
{
|
||||
var assembly = Assembly.Load(textAsset.bytes);
|
||||
@@ -205,7 +201,7 @@ namespace GameMain
|
||||
{
|
||||
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
|
||||
}
|
||||
assetOperationHandle.Dispose();
|
||||
GameModule.Resource.UnloadAsset(textAsset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -239,7 +235,7 @@ namespace GameMain
|
||||
|
||||
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
|
||||
m_LoadMetadataAssetCount++;
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
|
||||
}
|
||||
m_LoadMetadataAssemblyWait = true;
|
||||
}
|
||||
@@ -247,27 +243,29 @@ namespace GameMain
|
||||
/// <summary>
|
||||
/// 加载元数据资源成功回调。
|
||||
/// </summary>
|
||||
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
||||
private unsafe void LoadMetadataAssetSuccess(AssetOperationHandle assetOperationHandle)
|
||||
/// <param name="textAsset">代码资产。</param>
|
||||
private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
|
||||
{
|
||||
m_LoadMetadataAssetCount--;
|
||||
string assetName = assetOperationHandle.AssetObject.name;
|
||||
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
|
||||
var textAsset = assetOperationHandle.AssetObject as TextAsset;
|
||||
if (null == textAsset)
|
||||
{
|
||||
Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
|
||||
Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
string assetName = textAsset.name;
|
||||
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
|
||||
try
|
||||
{
|
||||
byte[] dllBytes = textAsset.bytes;
|
||||
fixed (byte* ptr = dllBytes)
|
||||
{
|
||||
#if ENABLE_HYBRIDCLR
|
||||
// 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
|
||||
HomologousImageMode mode = HomologousImageMode.SuperSet;
|
||||
LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
|
||||
Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -279,8 +277,8 @@ namespace GameMain
|
||||
finally
|
||||
{
|
||||
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
|
||||
|
||||
}
|
||||
GameModule.Resource.UnloadAsset(textAsset);
|
||||
}
|
||||
}
|
||||
}
|
@@ -22,19 +22,24 @@ namespace GameMain
|
||||
|
||||
private readonly bool _needProLoadConfig = true;
|
||||
|
||||
private bool _hadInitConfigXml = false;
|
||||
/// <summary>
|
||||
/// 预加载回调。
|
||||
/// </summary>
|
||||
private LoadAssetCallbacks m_PreLoadAssetCallbacks;
|
||||
|
||||
protected override void OnInit(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnInit(procedureOwner);
|
||||
m_PreLoadAssetCallbacks = new LoadAssetCallbacks(OnPreLoadAssetSuccess, OnPreLoadAssetFailure);
|
||||
}
|
||||
|
||||
|
||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
_loadedFlag.Clear();
|
||||
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
_hadInitConfigXml = true;
|
||||
}
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
|
||||
|
||||
GameEvent.Send("UILoadUpdate.RefreshVersion");
|
||||
@@ -87,11 +92,6 @@ namespace GameMain
|
||||
return;
|
||||
}
|
||||
|
||||
if (_hadInitConfigXml == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeState<ProcedureLoadAssembly>(procedureOwner);
|
||||
}
|
||||
|
||||
@@ -120,51 +120,44 @@ namespace GameMain
|
||||
{
|
||||
LoadAllConfig();
|
||||
}
|
||||
else
|
||||
{
|
||||
_hadInitConfigXml = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadAllConfig()
|
||||
{
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
_hadInitConfigXml = true;
|
||||
return;
|
||||
}
|
||||
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
|
||||
foreach (var assetInfo in assetInfos)
|
||||
{
|
||||
LoadConfig(assetInfo.Address);
|
||||
PreLoad(assetInfo.Address);
|
||||
}
|
||||
#if UNITY_WEBGL
|
||||
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
|
||||
foreach (var assetInfo in webAssetInfos)
|
||||
{
|
||||
LoadConfig(assetInfo.Address);
|
||||
PreLoad(assetInfo.Address);
|
||||
}
|
||||
#endif
|
||||
_hadInitConfigXml = true;
|
||||
}
|
||||
|
||||
private void LoadConfig(string configName)
|
||||
private void PreLoad(string location)
|
||||
{
|
||||
_loadedFlag.Add(configName, false);
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
|
||||
_loadedFlag.Add(location, false);
|
||||
GameModule.Resource.LoadAssetAsync(location, typeof(UnityEngine.Object), m_PreLoadAssetCallbacks, null);
|
||||
}
|
||||
|
||||
private void OnLoadSuccess(AssetOperationHandle assetOperationHandle)
|
||||
private void OnPreLoadAssetFailure(string assetName, LoadResourceStatus status, string errormessage, object userdata)
|
||||
{
|
||||
if (assetOperationHandle == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var location = assetOperationHandle.GetAssetInfo().Address;
|
||||
_loadedFlag[location] = true;
|
||||
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
|
||||
Log.Info("Load config '{0}' OK.", location);
|
||||
assetOperationHandle.Dispose();
|
||||
Log.Warning("Can not preload asset from '{0}' with error message '{1}'.", assetName, errormessage);
|
||||
_loadedFlag[assetName] = true;
|
||||
}
|
||||
|
||||
private void OnPreLoadAssetSuccess(string assetName, object asset, float duration, object userdata)
|
||||
{
|
||||
Log.Debug("Success preload asset from '{0}' duration '{1}'.", assetName, duration);
|
||||
_loadedFlag[assetName] = true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -10,11 +10,6 @@ namespace GameMain
|
||||
{
|
||||
public override bool UseNativeDialog => true;
|
||||
|
||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
Reference in New Issue
Block a user