mirror of https://github.com/tuyoogame/YooAsset
update samples
parent
5415d95f36
commit
2696da092d
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@ -2,6 +2,18 @@
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public class PatchEventDefine
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{
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/// <summary>
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/// 补丁包初始化失败
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/// </summary>
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public class InitializeFailed : IEventMessage
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{
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public static void SendEventMessage()
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{
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var msg = new InitializeFailed();
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UniEvent.SendMessage(msg);
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}
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}
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/// <summary>
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/// 补丁流程步骤改变
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/// </summary>
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@ -2,6 +2,18 @@
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public class UserEventDefine
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{
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/// <summary>
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/// 用户尝试再次初始化资源包
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/// </summary>
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public class UserTryInitialize : IEventMessage
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{
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public static void SendEventMessage()
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{
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var msg = new UserTryInitialize();
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UniEvent.SendMessage(msg);
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}
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}
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/// <summary>
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/// 用户开始下载网络文件
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/// </summary>
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@ -8,9 +8,9 @@ using UniFramework.Module;
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using YooAsset;
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/// <summary>
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/// 初始化工作
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/// 初始化资源包
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/// </summary>
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internal class FsmPatchInit : IStateNode
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internal class FsmInitialize : IStateNode
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{
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private StateMachine _machine;
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@ -20,12 +20,8 @@ internal class FsmPatchInit : IStateNode
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}
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void IStateNode.OnEnter()
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{
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// 加载更新面板
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var go = Resources.Load<GameObject>("PatchWindow");
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GameObject.Instantiate(go);
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// 初始化资源系统
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UniModule.StartCoroutine(InitYooAsset());
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PatchEventDefine.PatchStatesChange.SendEventMessage("初始化资源包!");
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UniModule.StartCoroutine(InitPackage());
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}
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void IStateNode.OnUpdate()
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{
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@ -34,19 +30,24 @@ internal class FsmPatchInit : IStateNode
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{
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}
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private IEnumerator InitYooAsset()
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private IEnumerator InitPackage()
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{
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var playMode = PatchManager.Instance.PlayMode;
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// 创建默认的资源包
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var package = YooAssets.CreateAssetsPackage("DefaultPackage");
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YooAssets.SetDefaultAssetsPackage(package);
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string packageName = "DefaultPackage";
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var package = YooAssets.TryGetAssetsPackage(packageName);
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if (package == null)
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{
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package = YooAssets.CreateAssetsPackage(packageName);
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YooAssets.SetDefaultAssetsPackage(package);
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}
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// 编辑器下的模拟模式
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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var createParameters = new EditorSimulateModeParameters();
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createParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild("DefaultPackage");
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createParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild(packageName);
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yield return package.InitializeAsync(createParameters);
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}
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@ -69,7 +70,10 @@ internal class FsmPatchInit : IStateNode
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yield return package.InitializeAsync(createParameters);
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}
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_machine.ChangeState<FsmUpdateVersion>();
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if (package.InitializeStatus == EOperationStatus.Succeed)
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_machine.ChangeState<FsmUpdateVersion>();
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else
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PatchEventDefine.InitializeFailed.SendEventMessage();
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}
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/// <summary>
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9c67e6e479b68e345afcdf325775c079
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -5,7 +5,7 @@ using UniFramework.Machine;
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using UniFramework.Module;
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/// <summary>
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/// 更新完毕
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/// 流程更新完毕
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/// </summary>
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internal class FsmPatchDone : IStateNode
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{
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@ -0,0 +1,34 @@
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using System;
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using System.IO;
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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.Machine;
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using UniFramework.Module;
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/// <summary>
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/// 流程准备工作
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/// </summary>
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internal class FsmPatchPrepare : 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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// 加载更新面板
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var go = Resources.Load<GameObject>("PatchWindow");
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GameObject.Instantiate(go);
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_machine.ChangeState<FsmInitialize>();
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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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}
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@ -53,6 +53,7 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
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PlayMode = playMode;
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// 注册监听事件
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_eventGroup.AddListener<UserEventDefine.UserTryInitialize>(OnHandleEventMessage);
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_eventGroup.AddListener<UserEventDefine.UserBeginDownloadWebFiles>(OnHandleEventMessage);
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_eventGroup.AddListener<UserEventDefine.UserTryUpdatePackageVersion>(OnHandleEventMessage);
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_eventGroup.AddListener<UserEventDefine.UserTryUpdatePatchManifest>(OnHandleEventMessage);
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@ -60,7 +61,8 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
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Debug.Log("开启补丁更新流程...");
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_machine = new StateMachine(this);
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_machine.AddNode<FsmPatchInit>();
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_machine.AddNode<FsmPatchPrepare>();
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_machine.AddNode<FsmInitialize>();
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_machine.AddNode<FsmUpdateVersion>();
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_machine.AddNode<FsmUpdateManifest>();
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_machine.AddNode<FsmCreateDownloader>();
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@ -68,7 +70,7 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
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_machine.AddNode<FsmDownloadOver>();
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_machine.AddNode<FsmClearCache>();
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_machine.AddNode<FsmPatchDone>();
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_machine.Run<FsmPatchInit>();
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_machine.Run<FsmPatchPrepare>();
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}
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else
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{
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@ -81,7 +83,11 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
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/// </summary>
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private void OnHandleEventMessage(IEventMessage message)
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{
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if (message is UserEventDefine.UserBeginDownloadWebFiles)
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if (message is UserEventDefine.UserTryInitialize)
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{
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_machine.ChangeState<FsmInitialize>();
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}
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else if (message is UserEventDefine.UserBeginDownloadWebFiles)
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{
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_machine.ChangeState<FsmDownloadFiles>();
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}
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@ -70,6 +70,7 @@ public class PatchWindow : MonoBehaviour
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_messageBoxObj = transform.Find("UIWindow/MessgeBox").gameObject;
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_messageBoxObj.SetActive(false);
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_eventGroup.AddListener<PatchEventDefine.InitializeFailed>(OnHandleEventMessage);
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_eventGroup.AddListener<PatchEventDefine.PatchStatesChange>(OnHandleEventMessage);
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_eventGroup.AddListener<PatchEventDefine.FoundUpdateFiles>(OnHandleEventMessage);
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_eventGroup.AddListener<PatchEventDefine.DownloadProgressUpdate>(OnHandleEventMessage);
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/// </summary>
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private void OnHandleEventMessage(IEventMessage message)
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{
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if (message is PatchEventDefine.PatchStatesChange)
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if (message is PatchEventDefine.InitializeFailed)
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{
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System.Action callback = () =>
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{
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UserEventDefine.UserTryInitialize.SendEventMessage();
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};
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ShowMessageBox($"Failed to initialize package !", callback);
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}
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else if (message is PatchEventDefine.PatchStatesChange)
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{
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var msg = message as PatchEventDefine.PatchStatesChange;
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_tips.text = msg.Tips;
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