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:
ALEXTANG
2024-03-18 14:53:26 +08:00
parent 04ecf71eab
commit 6fec792e05
1015 changed files with 55183 additions and 35089 deletions

View File

@@ -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;
}
}
}