阅读源码
parent
5b44eca4aa
commit
d12f494429
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@ -378,7 +378,6 @@ MonoBehaviour:
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m_Cameras: []
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m_RendererIndex: -1
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m_VolumeLayerMask:
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serializedVersion: 2
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m_Bits: 1
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m_VolumeTrigger: {fileID: 0}
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m_VolumeFrameworkUpdateModeOption: 2
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@ -3,7 +3,6 @@ using UniFramework.Event;
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using UniFramework.Module;
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using YooAsset;
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//TODO wht real 框架加入该类
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public class Boot : MonoBehaviour
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{
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/// <summary>
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@ -14,8 +13,8 @@ public class Boot : MonoBehaviour
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void Awake()
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{
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Debug.Log($"资源系统运行模式:{PlayMode}");
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// Application.targetFrameRate = 60;
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// Application.runInBackground = true; //TODO wht real 加入框架
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Application.targetFrameRate = 60;
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Application.runInBackground = true; //TODO wht real 加入框架
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}
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void Start()
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{
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@ -29,8 +29,11 @@ internal class FsmInitGame : IStateNode
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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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yield return handle;
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var canvas = handle.InstantiateSync();
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var canvas = handle.InstantiateSync(); //TODO wht ref 参考;
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var desktop = canvas.transform.Find("Desktop").gameObject;
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GameObject.DontDestroyOnLoad(canvas);
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@ -31,7 +31,10 @@ internal class FsmSceneHome : IStateNode
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if (_machine.PreviousNode != typeof(FsmInitGame).FullName)
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yield return UniWindow.OpenWindowAsync<UILoadingWindow>("UILoading");
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yield return YooAssets.LoadSceneAsync("scene_home");
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yield return YooAssets.LoadSceneAsync("scene_home");
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//TODO wht ref 参考;关闭Enable Addressable,使用全路径
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// yield return YooAssets.LoadSceneAsync("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/Scene/scene_home.unity");
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yield return UniWindow.OpenWindowAsync<UIHomeWindow>("UIHome");
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yield return new WaitForSeconds(0.5f);
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@ -45,6 +45,21 @@ internal class FsmUpdateVersion : IStateNode
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else
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{
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Debug.LogWarning(operation.Error);
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// 如果获取远端资源版本失败,说明当前网络无连接。
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// 在正常开始游戏之前,需要验证本地清单内容的完整性。
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string packageVersion = package.GetPackageVersion();
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var operation2 = package.CheckPackageContentsAsync(packageVersion);
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yield return operation2;
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if (operation2.Status == EOperationStatus.Succeed)
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{
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// TODO wht real 可开始游戏
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}
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else
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{
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// TODO wht real资源内容本地并不完整,需要提示玩家联网更新。
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}
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//TODO wht real 重试
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PatchEventDefine.PackageVersionUpdateFailed.SendEventMessage(); //TODO wht real 不要
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}
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