Zqdn/UnityProject/Assets/GameScripts/Main/Procedure/ProcedureInitPackage.cs

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C#
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2025-04-18 19:18:15 +08:00
using System;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
using Utility = TEngine.Utility;
namespace GameMain
{
/// <summary>
/// 流程 => 初始化Package。
/// </summary>
public class ProcedureInitPackage : ProcedureBase
{
public override bool UseNativeDialog { get; }
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
_procedureOwner = procedureOwner;
//Fire Forget立刻触发UniTask初始化Package
InitPackage(procedureOwner).Forget();
}
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
try
{
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
{
if (SettingsUtils.EnableUpdateData())
{
UpdateData updateData = await RequestUpdateData();
if (updateData != null)
{
if (!string.IsNullOrEmpty(updateData.HostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
}
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
}
}
}
}
var initializationOperation = await GameModule.Resource.InitPackage();
if (initializationOperation.Status == EOperationStatus.Succeed)
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
EPlayMode playMode = GameModule.Resource.PlayMode;
// 编辑器模式。
if (playMode == EPlayMode.EditorSimulateMode)
{
Log.Info("Editor resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
// 单机模式。
else if (playMode == EPlayMode.OfflinePlayMode)
{
Log.Info("Package resource mode detected.");
ChangeState<ProcedureInitResources>(procedureOwner);
}
// 可更新模式。
else if (playMode == EPlayMode.HostPlayMode ||
playMode == EPlayMode.WebPlayMode)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Info("Updatable resource mode detected.");
ChangeState<ProcedureUpdateVersion>(procedureOwner);
}
else
{
Log.Error("UnKnow resource mode detected Please check???");
}
}
else
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Error($"{initializationOperation.Error}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}
}
catch (Exception e)
{
OnInitPackageFailed(procedureOwner, e.Message);
}
}
private void OnInitPackageFailed(ProcedureOwner procedureOwner, string message)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Error($"{message}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); },
Application.Quit);
}
private void Retry(ProcedureOwner procedureOwner)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"重新初始化资源中...");
InitPackage(procedureOwner).Forget();
}
/// <summary>
/// 请求更新配置数据。
/// </summary>
private async UniTask<UpdateData> RequestUpdateData()
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
var checkVersionUrl = SettingsUtils.GetUpdateDataUrl();
if (string.IsNullOrEmpty(checkVersionUrl))
{
Log.Error("LoadMgr.RequestVersion, remote url is empty or null");
return null;
}
Log.Info("RequestUpdateData, proxy:" + checkVersionUrl);
try
{
var updateDataStr = await Utility.Http.Get(checkVersionUrl);
UpdateData updateData = Utility.Json.ToObject<UpdateData>(updateDataStr);
return updateData;
}
catch (Exception e)
{
// 打开启动UI。
UILoadTip.ShowMessageBox("请求配置数据失败!点击确认重试", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { InitPackage(_procedureOwner).Forget(); }, Application.Quit);
Log.Warning(e);
return null;
}
}
}
}