Files
TEngine/UnityProject/Assets/GameScripts/Procedure/ProcedureInitResources.cs
2025-03-12 14:31:21 +08:00

95 lines
3.5 KiB
C#

using System;
using System.Collections;
using Cysharp.Threading.Tasks;
using Launcher;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureModule>;
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<IUpdateDriver>().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;
}
if ((_resourceModule.PlayMode == EPlayMode.HostPlayMode || _resourceModule.PlayMode == EPlayMode.WebPlayMode))
{
//线上最新版本operation.PackageVersion
Log.Debug($"Updated package Version : from {_resourceModule.GetPackageVersion()} to {_resourceModule.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(procedureOwner);
return;
}
ChangeState<ProcedurePreload>(procedureOwner);
}
/// <summary>
/// 编辑器与单机保持相同流程。
/// </summary>
/// <returns></returns>
private IEnumerator InitResources(ProcedureOwner procedureOwner)
{
string packageVersion;
// 1. 获取资源清单的版本信息
var operation1 = _resourceModule.RequestPackageVersionAsync();
yield return operation1;
if (operation1.Status != EOperationStatus.Succeed)
{
OnInitResourcesError(procedureOwner, operation1.Error);
yield break;
}
packageVersion = operation1.PackageVersion;
_resourceModule.PackageVersion = packageVersion;
Log.Info($"Init resource package version : {packageVersion}");
// 2. 传入的版本信息更新资源清单
var operation2 = _resourceModule.UpdatePackageManifestAsync(packageVersion);
yield return operation2;
if (operation2.Status != EOperationStatus.Succeed)
{
OnInitResourcesError(procedureOwner, operation2.Error);
yield break;
}
_initResourcesComplete = true;
}
private void OnInitResourcesError(ProcedureOwner procedureOwner, string message)
{
Log.Error(message);
LauncherMgr.ShowMessageBox($"初始化资源失败!点击确认重试 \n <color=#FF0000>{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () =>
{
ModuleSystem.GetModule<IUpdateDriver>().StartCoroutine(InitResources(procedureOwner));
}, UnityEngine.Application.Quit);
}
}
}