using System; using Cysharp.Threading.Tasks; using TEngine; using YooAsset; using ProcedureOwner = TEngine.IFsm; namespace GameMain { /// /// 流程 => 初始化Package。 /// public class ProcedureInitPackage : ProcedureBase { public override bool UseNativeDialog { get; } protected override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); //Fire Forget立刻触发UniTask初始化Package InitPackage(procedureOwner).Forget(); } private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner) { var initializationOperation = GameModule.Resource.InitPackage(); await UniTask.Delay(TimeSpan.FromSeconds(1f)); await initializationOperation.ToUniTask(); if (initializationOperation.Status == EOperationStatus.Succeed) { // 编辑器模式。 if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode) { Log.Info("Editor resource mode detected."); ChangeState(procedureOwner); } // 单机模式。 else if (GameModule.Resource.playMode == EPlayMode.OfflinePlayMode) { Log.Info("Package resource mode detected."); ChangeState(procedureOwner); } // 可更新模式。 else if (GameModule.Resource.playMode == EPlayMode.HostPlayMode) { // 打开启动UI。 UILoadMgr.Show(UIDefine.UILoadUpdate); Log.Info("Updatable resource mode detected."); ChangeState(procedureOwner); } else { Log.Error("UnKnow resource mode detected Please check???"); } } else { // 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 原因{initializationOperation.Error}", MessageShowType.TwoButton, LoadStyle.StyleEnum.Style_Retry , () => { Retry(procedureOwner); }, UnityEngine.Application.Quit); } } private void Retry(ProcedureOwner procedureOwner) { // 打开启动UI。 UILoadMgr.Show(UIDefine.UILoadUpdate, $"重新初始化资源中..."); InitPackage(procedureOwner).Forget(); } } }