Files
TEngine/UnityProject/Assets/GameScripts/Main/Procedure/ProcedureInitResources.cs
Alex-Rachel 5887133894 更新Procedure流程
更新Procedure流程
2025-02-20 01:39:52 +08:00

78 lines
2.7 KiB
C#

using System;
using System.Collections;
using Cysharp.Threading.Tasks;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
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<ProcedurePreload>(procedureOwner);
}
/// <summary>
/// 编辑器与单机保持相同流程。
/// </summary>
/// <returns></returns>
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</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () =>
{
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
}, UnityEngine.Application.Quit);
}
}
}