- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework.Localization;
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using System;
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using SepCore.Sound;
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using SepCore.Definition;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace SepCore.Procedure
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{
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public class ProcedureLaunch : ProcedureBase
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{
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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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// 构建信息:发布版本时,把一些数据以 Json 的格式写入 Assets/GameMain/Configs/BuildInfo.txt,供游戏逻辑读取
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GameEntry.BuiltinData.InitBuildInfo();
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// 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
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InitLanguageSettings();
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// 变体配置:根据使用的语言,通知底层加载对应的资源变体
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InitCurrentVariant();
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// 声音配置:根据用户配置数据,设置即将使用的声音选项
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InitSoundSettings();
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// 默认字典:加载默认字典文件 Assets/GameMain/Configs/DefaultDictionary.xml
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// 此字典文件记录了资源更新前使用的各种语言的字符串,会随 App 一起发布,故不可更新
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GameEntry.BuiltinData.InitDefaultDictionary();
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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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// 运行一帧即切换到 Splash 展示流程
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ChangeState<ProcedureSplash>(procedureOwner);
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}
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private void InitLanguageSettings()
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{
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if (GameEntry.Base.EditorResourceMode && GameEntry.Base.EditorLanguage != Language.Unspecified)
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{
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// 编辑器资源模式直接使用 Inspector 上设置的语言
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return;
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}
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Language language = GameEntry.Localization.Language;
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if (GameEntry.Setting.HasSetting(Constant.Setting.Language))
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{
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try
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{
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string languageString = GameEntry.Setting.GetString(Constant.Setting.Language);
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language = (Language)Enum.Parse(typeof(Language), languageString);
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}
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catch
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{
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}
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}
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if (language != Language.English
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&& language != Language.ChineseSimplified
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&& language != Language.ChineseTraditional
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&& language != Language.Korean)
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{
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// 若是暂不支持的语言,则使用英语
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language = Language.English;
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GameEntry.Setting.SetString(Constant.Setting.Language, language.ToString());
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GameEntry.Setting.Save();
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}
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GameEntry.Localization.Language = language;
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Log.Info("Init language settings complete, current language is '{0}'.", language.ToString());
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}
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private void InitCurrentVariant()
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{
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if (GameEntry.Base.EditorResourceMode)
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{
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// 编辑器资源模式不使用 AssetBundle,也就没有变体了
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return;
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}
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string currentVariant = null;
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switch (GameEntry.Localization.Language)
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{
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case Language.English:
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currentVariant = "en-us";
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break;
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case Language.ChineseSimplified:
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currentVariant = "zh-cn";
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break;
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case Language.ChineseTraditional:
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currentVariant = "zh-tw";
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break;
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case Language.Korean:
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currentVariant = "ko-kr";
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break;
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default:
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currentVariant = "zh-cn";
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break;
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}
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GameEntry.Resource.SetCurrentVariant(currentVariant);
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Log.Info("Init current variant complete.");
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}
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private void InitSoundSettings()
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{
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GameEntry.Sound.Mute("Music", GameEntry.Setting.GetBool(Constant.Setting.MusicMuted, false));
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GameEntry.Sound.SetVolume("Music", GameEntry.Setting.GetFloat(Constant.Setting.MusicVolume, 0.3f));
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GameEntry.Sound.Mute("Sound", GameEntry.Setting.GetBool(Constant.Setting.SoundMuted, false));
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GameEntry.Sound.SetVolume("Sound", GameEntry.Setting.GetFloat(Constant.Setting.SoundVolume, 1f));
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GameEntry.Sound.Mute("UISound", GameEntry.Setting.GetBool(Constant.Setting.UISoundMuted, false));
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GameEntry.Sound.SetVolume("UISound", GameEntry.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f));
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Log.Info("Init sound settings complete.");
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}
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}
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}
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