using System; using System.Collections; using Cysharp.Threading.Tasks; using Launcher; using TEngine; using YooAsset; using ProcedureOwner = TEngine.IFsm; namespace Procedure { public class ProcedureInitResources : ProcedureBase { private bool _initResourcesComplete = false; public override bool UseNativeDialog => true; protected override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); _initResourcesComplete = false; LauncherMgr.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 ModuleSystem.GetModule().StartCoroutine(InitResources(procedureOwner)); } protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); if (!_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) { string packageVersion; if (_resourceModule.PlayMode != EPlayMode.HostPlayMode) { // 2. 获取资源清单的版本信息 var operation1 = _resourceModule.RequestPackageVersionAsync(); yield return operation1; if (operation1.Status != EOperationStatus.Succeed) { OnInitResourcesError(procedureOwner); yield break; } packageVersion = operation1.PackageVersion; } else { packageVersion = _resourceModule.PackageVersion; } Log.Info($"Init resource package version : {packageVersion}"); // 3. 传入的版本信息更新资源清单 var operation = _resourceModule.UpdatePackageManifestAsync(packageVersion); yield return operation; if (operation.Status != EOperationStatus.Succeed) { OnInitResourcesError(procedureOwner); yield break; } _initResourcesComplete = true; } private void OnInitResourcesError(ProcedureOwner procedureOwner) { LauncherMgr.ShowMessageBox($"初始化资源失败!点击确认重试", MessageShowType.TwoButton, LoadStyle.StyleEnum.Style_Retry , () => { ModuleSystem.GetModule().StartCoroutine(InitResources(procedureOwner)); }, UnityEngine.Application.Quit); } } }