阅读源码

pull/98/head
Compa 2023-01-06 20:03:31 +08:00
parent 5b44eca4aa
commit d12f494429
5 changed files with 25 additions and 6 deletions

View File

@ -378,7 +378,6 @@ MonoBehaviour:
m_Cameras: []
m_RendererIndex: -1
m_VolumeLayerMask:
serializedVersion: 2
m_Bits: 1
m_VolumeTrigger: {fileID: 0}
m_VolumeFrameworkUpdateModeOption: 2

View File

@ -3,7 +3,6 @@ using UniFramework.Event;
using UniFramework.Module;
using YooAsset;
//TODO wht real 框架加入该类
public class Boot : MonoBehaviour
{
/// <summary>
@ -14,8 +13,8 @@ public class Boot : MonoBehaviour
void Awake()
{
Debug.Log($"资源系统运行模式:{PlayMode}");
// Application.targetFrameRate = 60;
// Application.runInBackground = true; //TODO wht real 加入框架
Application.targetFrameRate = 60;
Application.runInBackground = true; //TODO wht real 加入框架
}
void Start()
{

View File

@ -29,8 +29,11 @@ internal class FsmInitGame : IStateNode
private IEnumerator Prepare()
{
var handle = YooAssets.LoadAssetAsync<GameObject>("UICanvas");
//TODO wht ref 参考同步接口LoadAssetSync关闭Enable Addressable使用全路径
//var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/UIPanel/UICanvas.prefab");
yield return handle;
var canvas = handle.InstantiateSync();
var canvas = handle.InstantiateSync(); //TODO wht ref 参考;
var desktop = canvas.transform.Find("Desktop").gameObject;
GameObject.DontDestroyOnLoad(canvas);

View File

@ -31,7 +31,10 @@ internal class FsmSceneHome : IStateNode
if (_machine.PreviousNode != typeof(FsmInitGame).FullName)
yield return UniWindow.OpenWindowAsync<UILoadingWindow>("UILoading");
yield return YooAssets.LoadSceneAsync("scene_home");
yield return YooAssets.LoadSceneAsync("scene_home");
//TODO wht ref 参考关闭Enable Addressable使用全路径
// yield return YooAssets.LoadSceneAsync("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/Scene/scene_home.unity");
yield return UniWindow.OpenWindowAsync<UIHomeWindow>("UIHome");
yield return new WaitForSeconds(0.5f);

View File

@ -45,6 +45,21 @@ internal class FsmUpdateVersion : IStateNode
else
{
Debug.LogWarning(operation.Error);
// 如果获取远端资源版本失败,说明当前网络无连接。
// 在正常开始游戏之前,需要验证本地清单内容的完整性。
string packageVersion = package.GetPackageVersion();
var operation2 = package.CheckPackageContentsAsync(packageVersion);
yield return operation2;
if (operation2.Status == EOperationStatus.Succeed)
{
// TODO wht real 可开始游戏
}
else
{
// TODO wht real资源内容本地并不完整需要提示玩家联网更新。
}
//TODO wht real 重试
PatchEventDefine.PackageVersionUpdateFailed.SendEventMessage(); //TODO wht real 不要
}