SD-20250415ABSO\Administrator 321e38cb79 冠军框架迁移
2025-04-18 19:18:15 +08:00

159 lines
4.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 预加载流程
/// </summary>
public class ProcedurePreload : ProcedureBase
{
private float _progress = 0f;
private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog => true;
private readonly bool _needProLoadConfig = true;
/// <summary>
/// 预加载回调。
/// </summary>
private LoadAssetCallbacks m_PreLoadAssetCallbacks;
protected override void OnInit(ProcedureOwner procedureOwner)
{
base.OnInit(procedureOwner);
m_PreLoadAssetCallbacks = new LoadAssetCallbacks(OnPreLoadAssetSuccess, OnPreLoadAssetFailure);
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
_loadedFlag.Clear();
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
GameEvent.Send("UILoadUpdate.RefreshVersion");
PreloadResources();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
{
if (!loadedFlag.Value)
{
break;
}
else
{
loadCount++;
}
}
if (_loadedFlag.Count != 0)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
}
else
{
LoadUpdateLogic.Instance.DownProgressAction?.Invoke(_progress);
string progressStr = $"{_progress * 100:f1}";
if (Math.Abs(_progress - 1f) < 0.001f)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Load_Load_Complete);
}
else
{
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, progressStr));
}
}
if (loadCount < totalCount)
{
return;
}
ChangeState<ProcedureLoadAssembly>(procedureOwner);
}
public IEnumerator SmoothValue(float value, float duration, Action callback = null)
{
float time = 0f;
while (time < duration)
{
time += GameTime.deltaTime;
var result = Mathf.Lerp(0, value, time / duration);
_progress = result;
yield return new WaitForEndOfFrame();
}
_progress = value;
callback?.Invoke();
}
private void PreloadResources()
{
if (_needProLoadConfig)
{
LoadAllConfig();
}
}
private void LoadAllConfig()
{
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
return;
}
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
foreach (var assetInfo in assetInfos)
{
PreLoad(assetInfo.Address);
}
#if UNITY_WEBGL
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
foreach (var assetInfo in webAssetInfos)
{
PreLoad(assetInfo.Address);
}
#endif
}
private void PreLoad(string location)
{
_loadedFlag.Add(location, false);
GameModule.Resource.LoadAssetAsync(location, typeof(UnityEngine.Object), m_PreLoadAssetCallbacks, null);
}
private void OnPreLoadAssetFailure(string assetName, LoadResourceStatus status, string errormessage, object userdata)
{
Log.Warning("Can not preload asset from '{0}' with error message '{1}'.", assetName, errormessage);
_loadedFlag[assetName] = true;
}
private void OnPreLoadAssetSuccess(string assetName, object asset, float duration, object userdata)
{
Log.Debug("Success preload asset from '{0}' duration '{1}'.", assetName, duration);
_loadedFlag[assetName] = true;
}
}
}