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