using System; using Cysharp.Threading.Tasks; using TEngine; using ProcedureOwner = TEngine.IFsm; namespace GameMain { public class ProcedureInitResources : ProcedureBase { private bool m_InitResourcesComplete = false; public override bool UseNativeDialog => true; protected override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); m_InitResourcesComplete = false; UILoadMgr.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 OnInitResourcesComplete().Forget(); } protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); if (!m_InitResourcesComplete) { // 初始化资源未完成则继续等待 return; } ChangeState(procedureOwner); } private async UniTaskVoid OnInitResourcesComplete() { await UniTask.Delay(TimeSpan.FromSeconds(1f)); m_InitResourcesComplete = true; Log.Info("Init resources complete."); } } }