mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-25 18:20:15 +00:00
update space shooter
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@@ -19,7 +19,7 @@ public class Boot : MonoBehaviour
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Application.runInBackground = true;
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DontDestroyOnLoad(this.gameObject);
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}
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IEnumerator Start()
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void Start()
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{
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// 游戏管理器
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GameManager.Instance.Behaviour = this;
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@@ -34,16 +34,12 @@ public class Boot : MonoBehaviour
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var go = Resources.Load<GameObject>("PatchWindow");
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GameObject.Instantiate(go);
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// 开始补丁更新流程
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var operation = new PatchOperation("DefaultPackage", PlayMode);
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YooAssets.StartOperation(operation);
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yield return operation;
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// 设置默认的资源包
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var gamePackage = YooAssets.GetPackage("DefaultPackage");
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YooAssets.SetDefaultPackage(gamePackage);
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// 切换到主页面场景
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SceneEventDefine.ChangeToHomeScene.SendEventMessage();
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// 补丁更新流程
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PatchManager.Create("DefaultPackage", PlayMode);
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PatchManager.Start();
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}
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private void Update()
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{
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PatchManager.Update();
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}
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}
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@@ -2,19 +2,23 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UniFramework.Machine;
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using YooAsset;
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internal class FsmStartGame : IStateNode
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{
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private PatchOperation _owner;
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void IStateNode.OnCreate(StateMachine machine)
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{
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_owner = machine.Owner as PatchOperation;
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}
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void IStateNode.OnEnter()
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{
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PatchEventDefine.PatchStepsChange.SendEventMessage("开始游戏!");
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_owner.SetFinish();
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// 设置默认的资源包
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var gamePackage = YooAssets.GetPackage("DefaultPackage");
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YooAssets.SetDefaultPackage(gamePackage);
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// 切换到主页面场景
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SceneEventDefine.ChangeToHomeScene.SendEventMessage();
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}
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void IStateNode.OnUpdate()
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{
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@@ -3,24 +3,13 @@ using UniFramework.Machine;
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using UniFramework.Event;
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using YooAsset;
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public class PatchOperation : GameAsyncOperation
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public static class PatchManager
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{
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private enum ESteps
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private static readonly EventGroup _eventGroup = new EventGroup();
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private static StateMachine _machine;
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public static void Create(string packageName, EPlayMode playMode)
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{
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None,
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Update,
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Done,
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}
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private readonly EventGroup _eventGroup = new EventGroup();
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private readonly StateMachine _machine;
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private readonly string _packageName;
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private ESteps _steps = ESteps.None;
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public PatchOperation(string packageName, EPlayMode playMode)
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{
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_packageName = packageName;
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// 注册监听事件
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_eventGroup.AddListener<UserEventDefine.UserTryInitialize>(OnHandleEventMessage);
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_eventGroup.AddListener<UserEventDefine.UserBeginDownloadWebFiles>(OnHandleEventMessage);
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@@ -29,7 +18,7 @@ public class PatchOperation : GameAsyncOperation
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_eventGroup.AddListener<UserEventDefine.UserTryDownloadWebFiles>(OnHandleEventMessage);
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// 创建状态机
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_machine = new StateMachine(this);
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_machine = new StateMachine(null);
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_machine.AddNode<FsmInitializePackage>();
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_machine.AddNode<FsmRequestPackageVersion>();
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_machine.AddNode<FsmUpdatePackageManifest>();
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@@ -42,37 +31,19 @@ public class PatchOperation : GameAsyncOperation
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_machine.SetBlackboardValue("PackageName", packageName);
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_machine.SetBlackboardValue("PlayMode", playMode);
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}
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protected override void OnStart()
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public static void Start()
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{
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_steps = ESteps.Update;
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_machine.Run<FsmInitializePackage>();
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}
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protected override void OnUpdate()
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public static void Update()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.Update)
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{
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_machine.Update();
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}
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}
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protected override void OnAbort()
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{
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}
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public void SetFinish()
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{
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_steps = ESteps.Done;
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_eventGroup.RemoveAllListener();
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Status = EOperationStatus.Succeed;
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Debug.Log($"Package {_packageName} patch done !");
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_machine.Update();
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}
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/// <summary>
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/// 接收事件
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/// </summary>
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private void OnHandleEventMessage(IEventMessage message)
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private static void OnHandleEventMessage(IEventMessage message)
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{
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if (message is UserEventDefine.UserTryInitialize)
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{
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