85 lines
3.4 KiB
C#
85 lines
3.4 KiB
C#
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using TEngine;
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using YooAsset;
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using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
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namespace GameMain
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{
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/// <summary>
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/// 流程 => 启动器。
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/// </summary>
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public class ProcedureLaunch : ProcedureBase
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{
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public override bool UseNativeDialog => true;
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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base.OnEnter(procedureOwner);
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//热更新UI初始化
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UILoadMgr.Initialize();
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// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
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InitLanguageSettings();
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// 声音配置:根据用户配置数据,设置即将使用的声音选项
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InitSoundSettings();
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}
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protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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// 运行一帧即切换到 Splash 展示流程
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ChangeState<ProcedureSplash>(procedureOwner);
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}
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private void InitLanguageSettings()
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{
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if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode && GameModule.Base.EditorLanguage == Language.Unspecified)
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{
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// 编辑器资源模式直接使用 Inspector 上设置的语言
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return;
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}
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Language language = GameModule.Localization.Language;
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if (GameModule.Setting.HasSetting(Constant.Setting.Language))
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{
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try
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{
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string languageString = GameModule.Setting.GetString(Constant.Setting.Language);
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language = (Language)System.Enum.Parse(typeof(Language), languageString);
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}
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catch(System.Exception exception)
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{
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Log.Error("Init language error, reason {0}",exception.ToString());
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}
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}
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if (language != Language.English
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&& language != Language.ChineseSimplified
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&& language != Language.ChineseTraditional)
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{
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// 若是暂不支持的语言,则使用英语
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language = Language.English;
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GameModule.Setting.SetString(Constant.Setting.Language, language.ToString());
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GameModule.Setting.Save();
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}
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GameModule.Localization.Language = language;
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Log.Info("Init language settings complete, current language is '{0}'.", language.ToString());
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}
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private void InitSoundSettings()
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{
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GameModule.Audio.MusicEnable = !GameModule.Setting.GetBool(Constant.Setting.MusicMuted, false);
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GameModule.Audio.MusicVolume = GameModule.Setting.GetFloat(Constant.Setting.MusicVolume, 1f);
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GameModule.Audio.SoundEnable = !GameModule.Setting.GetBool(Constant.Setting.SoundMuted, false);
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GameModule.Audio.SoundVolume = GameModule.Setting.GetFloat(Constant.Setting.SoundVolume, 1f);
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GameModule.Audio.UISoundEnable = !GameModule.Setting.GetBool(Constant.Setting.UISoundMuted, false);
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GameModule.Audio.UISoundVolume = GameModule.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f);
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Log.Info("Init sound settings complete.");
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}
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}
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}
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