Files

139 lines
5.4 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Localization;
using System;
using SepCore.Sound;
using SepCore.Debugger;
using SepCore.Definition;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace SepCore.Procedure
{
public class ProcedureLaunch : ProcedureBase
{
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// 战斗壳层调试入口:仅编辑器与开发构建注册,正式构建不可见
GameEntry.Debugger.RegisterDebuggerWindow("Battle/Shell", new BattleDebuggerWindow());
#endif
// 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
GameEntry.BuiltinData.InitBuildInfo();
// 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
InitLanguageSettings();
// 变体配置:根据使用的语言,通知底层加载对应的资源变体
InitCurrentVariant();
// 声音配置:根据用户配置数据,设置即将使用的声音选项
InitSoundSettings();
// 默认字典:加载默认字典文件 Assets/GameMain/Configs/DefaultDictionary.xml
// 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
GameEntry.BuiltinData.InitDefaultDictionary();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// 运行一帧即切换到 Splash 展示流程
ChangeState<ProcedureSplash>(procedureOwner);
}
private void InitLanguageSettings()
{
if (GameEntry.Base.EditorResourceMode && GameEntry.Base.EditorLanguage != Language.Unspecified)
{
// 编辑器资源模式直接使用 Inspector 上设置的语言
return;
}
Language language = GameEntry.Localization.Language;
if (GameEntry.Setting.HasSetting(Constant.Setting.Language))
{
try
{
string languageString = GameEntry.Setting.GetString(Constant.Setting.Language);
language = (Language)Enum.Parse(typeof(Language), languageString);
}
catch
{
}
}
if (language != Language.English
&& language != Language.ChineseSimplified
&& language != Language.ChineseTraditional
&& language != Language.Korean)
{
// 若是暂不支持的语言,则使用英语
language = Language.English;
GameEntry.Setting.SetString(Constant.Setting.Language, language.ToString());
GameEntry.Setting.Save();
}
GameEntry.Localization.Language = language;
Log.Info("Init language settings complete, current language is '{0}'.", language.ToString());
}
private void InitCurrentVariant()
{
if (GameEntry.Base.EditorResourceMode)
{
// 编辑器资源模式不使用 AssetBundle,也就没有变体了
return;
}
string currentVariant = null;
switch (GameEntry.Localization.Language)
{
case Language.English:
currentVariant = "en-us";
break;
case Language.ChineseSimplified:
currentVariant = "zh-cn";
break;
case Language.ChineseTraditional:
currentVariant = "zh-tw";
break;
case Language.Korean:
currentVariant = "ko-kr";
break;
default:
currentVariant = "zh-cn";
break;
}
GameEntry.Resource.SetCurrentVariant(currentVariant);
Log.Info("Init current variant complete.");
}
private void InitSoundSettings()
{
GameEntry.Sound.Mute("Music", GameEntry.Setting.GetBool(Constant.Setting.MusicMuted, false));
GameEntry.Sound.SetVolume("Music", GameEntry.Setting.GetFloat(Constant.Setting.MusicVolume, 0.3f));
GameEntry.Sound.Mute("Sound", GameEntry.Setting.GetBool(Constant.Setting.SoundMuted, false));
GameEntry.Sound.SetVolume("Sound", GameEntry.Setting.GetFloat(Constant.Setting.SoundVolume, 1f));
GameEntry.Sound.Mute("UISound", GameEntry.Setting.GetBool(Constant.Setting.UISoundMuted, false));
GameEntry.Sound.SetVolume("UISound", GameEntry.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f));
Log.Info("Init sound settings complete.");
}
}
}