46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using System;
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using Cysharp.Threading.Tasks;
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using TEngine;
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using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
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namespace GameMain
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{
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public class ProcedureInitResources : ProcedureBase
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{
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private bool m_InitResourcesComplete = false;
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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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m_InitResourcesComplete = false;
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UILoadMgr.Show(UIDefine.UILoadUpdate,"初始化资源中...");
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// 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
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OnInitResourcesComplete().Forget();
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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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if (!m_InitResourcesComplete)
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{
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// 初始化资源未完成则继续等待
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return;
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}
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ChangeState<ProcedurePreload>(procedureOwner);
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}
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private async UniTaskVoid OnInitResourcesComplete()
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{
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await UniTask.Delay(TimeSpan.FromSeconds(1f));
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m_InitResourcesComplete = true;
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Log.Info("Init resources complete.");
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}
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}
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} |