using System; using Cysharp.Threading.Tasks; using UnityEngine; using TEngine; using YooAsset; using ProcedureOwner = TEngine.IFsm; namespace GameMain { /// /// 流程 => 用户尝试更新静态版本 /// public class ProcedureUpdateVersion : ProcedureBase { public override bool UseNativeDialog => true; private ProcedureOwner _procedureOwner; protected override void OnEnter(ProcedureOwner procedureOwner) { _procedureOwner = procedureOwner; base.OnEnter(procedureOwner); UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件..."); //检查设备是否能够访问互联网 if (Application.internetReachability == NetworkReachability.NotReachable) { Log.Warning("The device is not connected to the network"); UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable); UILoadTip.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton, LoadStyle.StyleEnum.Style_Retry, GetStaticVersion().Forget, () => { ChangeState(procedureOwner); }); } UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng); // 用户尝试更新静态版本。 GetStaticVersion().Forget(); } /// /// 向用户尝试更新静态版本。 /// private async UniTaskVoid GetStaticVersion() { await UniTask.Delay(TimeSpan.FromSeconds(0.5f)); var operation = GameModule.Resource.UpdatePackageVersionAsync(); try { await operation.ToUniTask(); if (operation.Status == EOperationStatus.Succeed) { //线上最新版本operation.PackageVersion GameModule.Resource.PackageVersion = operation.PackageVersion; Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}"); ChangeState(_procedureOwner); } else { OnGetStaticVersionError(operation.Error); } } catch (Exception e) { OnGetStaticVersionError(e.Message); } } private void OnGetStaticVersionError(string error) { Log.Error(error); UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n 原因{error}", MessageShowType.TwoButton, LoadStyle.StyleEnum.Style_Retry , () => { ChangeState(_procedureOwner); }, UnityEngine.Application.Quit); } } }