using System; using System.Collections; using Cysharp.Threading.Tasks; using TEngine; using YooAsset; using ProcedureOwner = TEngine.IFsm; namespace GameMain { public class ProcedureInitResources : ProcedureBase { private bool m_InitResourcesComplete = false; public override bool UseNativeDialog => true; protected override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); m_InitResourcesComplete = false; UILoadMgr.Show(UIDefine.UILoadUpdate,"初始化资源中..."); // 注意:使用单机模式并初始化资源前,需要先构建 AssetBundle 并复制到 StreamingAssets 中,否则会产生 HTTP 404 错误 Utility.Unity.StartCoroutine(InitResources(procedureOwner)); } protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); if (!m_InitResourcesComplete) { // 初始化资源未完成则继续等待 return; } ChangeState(procedureOwner); } /// /// 编辑器与单机保持相同流程。 /// /// private IEnumerator InitResources(ProcedureOwner procedureOwner) { // 2. 获取资源清单的版本信息 var operation1 = GameModule.Resource.UpdatePackageVersionAsync(); yield return operation1; if (operation1.Status != EOperationStatus.Succeed) { OnInitResourcesError(procedureOwner); yield break; } // 3. 传入的版本信息更新资源清单 var operation = GameModule.Resource.UpdatePackageManifestAsync(operation1.PackageVersion); yield return operation; if (operation.Status != EOperationStatus.Succeed) { OnInitResourcesError(procedureOwner); yield break; } m_InitResourcesComplete = true; } private void OnInitResourcesError(ProcedureOwner procedureOwner) { UILoadTip.ShowMessageBox($"初始化资源失败!点击确认重试", MessageShowType.TwoButton, LoadStyle.StyleEnum.Style_Retry , () => { Utility.Unity.StartCoroutine(InitResources(procedureOwner)); }, UnityEngine.Application.Quit); } } }