Update samples

pull/51/head
hevinci 2022-11-23 16:46:25 +08:00
parent 3e4e2d5eb6
commit 82cff36194
88 changed files with 89 additions and 1120 deletions

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@ -0,0 +1,8 @@
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View File

@ -28,9 +28,16 @@ public class BattleRoom : MonoBehaviour
"asteroid01", "asteroid02", "asteroid03", "enemy_ship"
};
private AssetOperationHandle _panelHandle;
void Awake()
{
Instance = this;
var canvas = GameObject.Find("Canvas");
_panelHandle = YooAssets.LoadAssetSync<GameObject>("UIBattle");
var go = _panelHandle.InstantiateSync(canvas.transform);
go.transform.localPosition = Vector3.zero;
}
void Start()
{
@ -44,6 +51,12 @@ public class BattleRoom : MonoBehaviour
void OnDestroy()
{
Instance = null;
if(_panelHandle != null)
{
_panelHandle.Release();
_panelHandle = null;
}
}
IEnumerator SpawnWaves()

View File

@ -5,23 +5,20 @@ using YooAsset;
using Better.StreamingAssets;
using System.IO;
public class BootScene : MonoBehaviour
public class GameBoot : MonoBehaviour
{
public static BootScene Instance { private set; get; }
public static EPlayMode GamePlayMode;
public static GameBoot Instance;
public EPlayMode PlayMode = EPlayMode.EditorSimulateMode;
void Awake()
{
Debug.Log($"资源系统运行模式:{PlayMode}");
Instance = this;
Application.targetFrameRate = 60;
Application.runInBackground = true;
}
void OnDestroy()
{
Instance = null;
DontDestroyOnLoad(this.gameObject);
}
void Update()
{
@ -31,9 +28,6 @@ public class BootScene : MonoBehaviour
IEnumerator Start()
{
GamePlayMode = PlayMode;
Debug.Log($"资源系统运行模式:{PlayMode}");
// 初始化BetterStreaming
BetterStreamingAssets.Initialize();
@ -41,39 +35,37 @@ public class BootScene : MonoBehaviour
YooAssets.Initialize();
// 创建默认的资源包
var defaultPackage = YooAssets.CreateAssetsPackage("DefaultPackage");
// 设置该资源包为默认的资源包
YooAssets.SetDefaultAssetsPackage(defaultPackage);
var package = YooAssets.CreateAssetsPackage("DefaultPackage");
YooAssets.SetDefaultAssetsPackage(package);
// 编辑器下的模拟模式
if (PlayMode == EPlayMode.EditorSimulateMode)
{
var createParameters = new EditorSimulateModeParameters();
createParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild("DefaultPackage");
yield return defaultPackage.InitializeAsync(createParameters);
yield return package.InitializeAsync(createParameters);
}
// 单机运行模式
if (PlayMode == EPlayMode.OfflinePlayMode)
{
var createParameters = new OfflinePlayModeParameters();
createParameters.DecryptionServices = new BundleDecryptionServices();
yield return defaultPackage.InitializeAsync(createParameters);
createParameters.DecryptionServices = new GameDecryptionServices();
yield return package.InitializeAsync(createParameters);
}
// 联机运行模式
if (PlayMode == EPlayMode.HostPlayMode)
{
var createParameters = new HostPlayModeParameters();
createParameters.DecryptionServices = new BundleDecryptionServices();
createParameters.QueryServices = new QueryStreamingAssetsFileServices();
createParameters.DecryptionServices = new GameDecryptionServices();
createParameters.QueryServices = new GameQueryServices();
createParameters.DefaultHostServer = GetHostServerURL();
createParameters.FallbackHostServer = GetHostServerURL();
yield return defaultPackage.InitializeAsync(createParameters);
yield return package.InitializeAsync(createParameters);
}
// 运行补丁流程
// 运行资源更新流程
PatchManager.Run();
}
@ -103,7 +95,8 @@ public class BootScene : MonoBehaviour
return $"{hostServerIP}/CDN/PC/{gameVersion}";
#endif
}
private class QueryStreamingAssetsFileServices : IQueryServices
private class GameQueryServices : IQueryServices
{
public bool QueryStreamingAssets(string fileName)
{
@ -112,7 +105,7 @@ public class BootScene : MonoBehaviour
return BetterStreamingAssets.FileExists($"{buildinFolderName}/{fileName}");
}
}
private class BundleDecryptionServices : IDecryptionServices
private class GameDecryptionServices : IDecryptionServices
{
public ulong LoadFromFileOffset(DecryptFileInfo fileInfo)
{

View File

@ -2,13 +2,16 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 清理未使用的缓存文件
/// </summary>
internal class FsmClearCache : IFsmNode
{
public string Name { private set; get; } = nameof(FsmClearCache);
void IFsmNode.OnEnter()
{
Debug.Log("清理未使用的缓存文件!");
Debug.Log("开始清理未使用的缓存文件!");
var package = YooAsset.YooAssets.GetAssetsPackage("DefaultPackage");
var operation = package.ClearPackageUnusedCacheFilesAsync();
operation.Completed += Operation_Completed;

View File

@ -3,14 +3,18 @@ using System.Collections.Generic;
using UnityEngine;
using YooAsset;
/// <summary>
/// 创建文件下载器
/// </summary>
public class FsmCreateDownloader : IFsmNode
{
public string Name { private set; get; } = nameof(FsmCreateDownloader);
void IFsmNode.OnEnter()
{
Debug.Log("创建补丁下载器!");
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.CreateDownloader);
BootScene.Instance.StartCoroutine(CreateDownloader());
GameBoot.Instance.StartCoroutine(CreateDownloader());
}
void IFsmNode.OnUpdate()
{
@ -23,7 +27,6 @@ public class FsmCreateDownloader : IFsmNode
{
yield return new WaitForSecondsRealtime(0.5f);
Debug.Log("创建补丁下载器.");
int downloadingMaxNum = 10;
int failedTryAgain = 3;
PatchManager.Downloader = YooAssets.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);

View File

@ -1,14 +1,19 @@
using System.Collections;
using UnityEngine;
using YooAsset;
/// <summary>
/// 下载更新文件
/// </summary>
public class FsmDownloadFiles : IFsmNode
{
public string Name { private set; get; } = nameof(FsmDownloadFiles);
void IFsmNode.OnEnter()
{
Debug.Log("开始下载补丁文件!");
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.DownloadWebFiles);
BootScene.Instance.StartCoroutine(BeginDownload());
GameBoot.Instance.StartCoroutine(BeginDownload());
}
void IFsmNode.OnUpdate()
{

View File

@ -2,15 +2,17 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 更新完毕
/// </summary>
internal class FsmPatchDone : IFsmNode
{
public string Name { private set; get; } = nameof(FsmPatchDone);
void IFsmNode.OnEnter()
{
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.PatchDone);
Debug.Log("补丁流程更新完毕!");
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.PatchDone);
FsmManager.Transition(nameof(FsmClearCache));
}
void IFsmNode.OnUpdate()

View File

@ -2,6 +2,9 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 初始化工作
/// </summary>
internal class FsmPatchInit : IFsmNode
{
public string Name { private set; get; } = nameof(FsmPatchInit);
@ -12,7 +15,7 @@ internal class FsmPatchInit : IFsmNode
var go = Resources.Load<GameObject>("PatchWindow");
GameObject.Instantiate(go);
BootScene.Instance.StartCoroutine(Begin());
FsmManager.Transition(nameof(FsmUpdateVersion));
}
void IFsmNode.OnUpdate()
{
@ -20,11 +23,4 @@ internal class FsmPatchInit : IFsmNode
void IFsmNode.OnExit()
{
}
private IEnumerator Begin()
{
yield return new WaitForSecondsRealtime(0.5f);
FsmManager.Transition(nameof(FsmUpdateVersion));
}
}

View File

@ -2,6 +2,9 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 开始游戏
/// </summary>
internal class FsmStartGame : IFsmNode
{
public string Name { private set; get; } = nameof(FsmStartGame);

View File

@ -3,14 +3,18 @@ using System.Collections.Generic;
using UnityEngine;
using YooAsset;
/// <summary>
/// 更新补丁清单
/// </summary>
public class FsmUpdateManifest : IFsmNode
{
public string Name { private set; get; } = nameof(FsmUpdateManifest);
void IFsmNode.OnEnter()
{
Debug.Log("开始更新资源版本清单!");
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.UpdateManifest);
BootScene.Instance.StartCoroutine(UpdateManifest());
GameBoot.Instance.StartCoroutine(UpdateManifest());
}
void IFsmNode.OnUpdate()
{
@ -23,7 +27,6 @@ public class FsmUpdateManifest : IFsmNode
{
yield return new WaitForSecondsRealtime(0.5f);
// 更新补丁清单
var package = YooAssets.GetAssetsPackage("DefaultPackage");
var operation = package.UpdatePackageManifestAsync(PatchManager.PackageVersion, 30);
yield return operation;

View File

@ -3,14 +3,18 @@ using System.Collections.Generic;
using UnityEngine;
using YooAsset;
/// <summary>
/// 更新资源版本号
/// </summary>
internal class FsmUpdateVersion : IFsmNode
{
public string Name { private set; get; } = nameof(FsmUpdateVersion);
void IFsmNode.OnEnter()
{
Debug.Log("开始获取资源版本号!");
PatchEventDispatcher.SendPatchStepsChangeMsg(EPatchStates.UpdateStaticVersion);
BootScene.Instance.StartCoroutine(GetStaticVersion());
GameBoot.Instance.StartCoroutine(GetStaticVersion());
}
void IFsmNode.OnUpdate()
{
@ -23,7 +27,6 @@ internal class FsmUpdateVersion : IFsmNode
{
yield return new WaitForSecondsRealtime(0.5f);
// 更新资源版本号
var package = YooAssets.GetAssetsPackage("DefaultPackage");
var operation = package.UpdatePackageVersionAsync(30);
yield return operation;

View File

@ -27,7 +27,7 @@ public static class PatchManager
{
_isRun = true;
Debug.Log("开始补丁更新...");
Debug.Log("开启补丁更新流程...");
// 注意:按照先后顺序添加流程节点
FsmManager.AddNode(new FsmPatchInit());