2025-04-21 21:14:23 +08:00

174 lines
7.0 KiB
C#

using System.Collections;
using Launcher;
using TEngine;
using UnityEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureModule>;
namespace Procedure
{
public class ProcedureInitResources : ProcedureBase
{
private bool _initResourcesComplete = false;
public override bool UseNativeDialog => true;
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
_initResourcesComplete = false;
LauncherMgr.Show(UIDefine.UILoadUpdate, "初始化资源中...");
// 注意:使用单机模式并初始化资源前,需要先构建 AssetBundle 并复制到 StreamingAssets 中,否则会产生 HTTP 404 错误
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
}
private void ChangeToCreateDownloaderState(ProcedureOwner procedureOwner)
{
ChangeState<ProcedureCreateDownloader>(procedureOwner);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!_initResourcesComplete)
{
// 初始化资源未完成则继续等待
return;
}
if (_resourceModule.PlayMode == EPlayMode.HostPlayMode || _resourceModule.PlayMode == EPlayMode.WebPlayMode)
{
//线上最新版本operation.PackageVersion
Log.Debug($"Updated package Version : from {_resourceModule.GetPackageVersion()} to {_resourceModule.PackageVersion}");
//注意:保存资源版本号作为下次默认启动的版本!
// 如果当前是WebGL或者是边玩边下载直接进入预加载阶段。
if (_resourceModule.PlayMode == EPlayMode.WebPlayMode ||
_resourceModule.UpdatableWhilePlaying)
{
// 边玩边下载还可以拓展首包支持。
ChangeToPreloadState(procedureOwner);
return;
}
ChangeToCreateDownloaderState(procedureOwner);
return;
}
ChangeToPreloadState(procedureOwner);
}
//// <summary>
/// 初始化资源流程。
/// <remarks>YooAsset 需要保持编辑器、单机、联机模式流程一致。</remarks>
private IEnumerator InitResources(ProcedureOwner procedureOwner)
{
Log.Info("更新资源清单!!!");
LauncherMgr.Show(UIDefine.UILoadUpdate, $"更新清单文件...");
// 1. 获取资源清单的版本信息
var operation1 = _resourceModule.RequestPackageVersionAsync();
yield return operation1;
if (operation1.Status != EOperationStatus.Succeed)
{
OnInitResourcesError(procedureOwner, operation1.Error);
yield break;
}
var packageVersion = operation1.PackageVersion;
_resourceModule.PackageVersion = packageVersion;
if (Utility.PlayerPrefs.HasKey("GAME_VERSION"))
{
Utility.PlayerPrefs.SetString("GAME_VERSION", _resourceModule.PackageVersion);
}
Log.Info($"Init resource package version : {packageVersion}");
// 2. 传入的版本信息更新资源清单
var operation2 = _resourceModule.UpdatePackageManifestAsync(packageVersion);
yield return operation2;
if (operation2.Status != EOperationStatus.Succeed)
{
OnInitResourcesError(procedureOwner, operation2.Error);
yield break;
}
_initResourcesComplete = true;
}
private void ChangeToPreloadState(ProcedureOwner procedureOwner)
{
ChangeState<ProcedurePreload>(procedureOwner);
}
private void OnInitResourcesError(ProcedureOwner procedureOwner, string message)
{
// 检查设备网络连接状态。
if (_resourceModule.PlayMode == EPlayMode.HostPlayMode)
{
if (!IsNeedUpdate())
{
return;
}
else
{
Log.Error(message);
LauncherMgr.ShowMessageBox($"获取远程版本失败!点击确认重试\n <color=#FF0000>{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
Application.Quit);
return;
}
}
Log.Error(message);
LauncherMgr.ShowMessageBox($"初始化资源失败!点击确认重试 \n <color=#FF0000>{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry, () => { Utility.Unity.StartCoroutine(InitResources(procedureOwner)); }, Application.Quit);
}
private bool IsNeedUpdate()
{
// 如果不能联网且当前游戏非强制(不更新可以进入游戏。)
if (Settings.UpdateSetting.UpdateStyle == UpdateStyle.Optional && !_resourceModule.UpdatableWhilePlaying)
{
// 获取上次成功记录的版本
string packageVersion = Utility.PlayerPrefs.GetString("GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
LauncherMgr.ShowMessageBox("没有找到本地版本记录,需要更新资源!", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => { Utility.Unity.StartCoroutine(InitResources(_procedureOwner)); },
Application.Quit);
return false;
}
_resourceModule.PackageVersion = packageVersion;
if (Settings.UpdateSetting.UpdateNotice == UpdateNotice.Notice)
{
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Load_Notice);
LauncherMgr.ShowMessageBox($"更新失败,检测到可选资源更新,推荐完成更新提升游戏体验! \\n \\n 确定再试一次,取消进入游戏", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => { Utility.Unity.StartCoroutine(InitResources(_procedureOwner)); },
() => { ChangeState<ProcedurePreload>(_procedureOwner); });
}
else
{
ChangeState<ProcedurePreload>(_procedureOwner);
}
return false;
}
return true;
}
}
}