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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UniFramework.Pooling;
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using UniFramework.Window;
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using UniFramework.Machine;
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using UniFramework.Module;
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using YooAsset;
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internal class FsmInitGame : IStateNode
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{
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private StateMachine _machine;
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void IStateNode.OnCreate(StateMachine machine)
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{
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_machine = machine;
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}
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void IStateNode.OnEnter()
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{
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UniModule.StartCoroutine(Prepare());
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}
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void IStateNode.OnUpdate()
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{
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}
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void IStateNode.OnExit()
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{
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}
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private IEnumerator Prepare()
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{
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var handle = YooAssets.LoadAssetAsync<GameObject>("UICanvas");
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//TODO wht ref 参考;同步接口LoadAssetSync;关闭Enable Addressable,使用全路径
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// var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/UIPanel/UICanvas.prefab");
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handle.Completed += (AssetOperationHandle handle) =>
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{
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//TODO wht ref 加载回调
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};
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yield return handle; //TODO wht ref 也可以用携程来确定加载是否完成
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// handle.Release(); //TODO wht ref 释放资源
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// var package = YooAssets.GetAssetsPackage("DefaultPackage");
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// package.UnloadUnusedAssets(); //TODO wht ref 卸载引用计数为零的资源;切场景或按时间间隔来调
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//TODO wht ref 加载子对象
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// var handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
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// yield return handle;
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// var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
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var canvas = handle.InstantiateSync(); //TODO wht ref 参考;同步实例化游戏对象
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var desktop = canvas.transform.Find("Desktop").gameObject;
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GameObject.DontDestroyOnLoad(canvas);
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// 初始化窗口系统
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UniWindow.Initalize(desktop);
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// 初始化对象池系统
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UniPooling.Initalize();
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_machine.ChangeState<FsmSceneHome>();
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}
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}
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