初始化仓库

This commit is contained in:
SepComet
2026-02-08 17:08:52 +08:00
commit 8763955323
1132 changed files with 285326 additions and 0 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Procedure
{
public abstract class ProcedureBase : GameFramework.Procedure.ProcedureBase
{
// 获取流程是否使用原生对话框
// 在一些特殊的流程(如游戏逻辑对话框资源更新完成前的流程)中,可以考虑调用原生对话框进行消息提示行为
public abstract bool UseNativeDialog
{
get;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.DataTable;
using GameFramework.Event;
using Scene;
using StarForce;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureChangeScene : ProcedureBase
{
private int _nextSceneId = 0;
private bool _isChangeSceneComplete = false;
private int _backgroundMusicId = 0;
public override bool UseNativeDialog => false;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
_isChangeSceneComplete = false;
GameEntry.Event.Subscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
GameEntry.Event.Subscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
GameEntry.Event.Subscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
GameEntry.Event.Subscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
// 停止所有声音
GameEntry.Sound.StopAllLoadingSounds();
GameEntry.Sound.StopAllLoadedSounds();
// 隐藏所有实体
GameEntry.Entity.HideAllLoadingEntities();
GameEntry.Entity.HideAllLoadedEntities();
// 卸载所有场景
string[] loadedSceneAssetNames = GameEntry.Scene.GetLoadedSceneAssetNames();
for (int i = 0; i < loadedSceneAssetNames.Length; i++)
{
GameEntry.Scene.UnloadScene(loadedSceneAssetNames[i]);
}
// 还原游戏速度
GameEntry.Base.ResetNormalGameSpeed();
_nextSceneId = procedureOwner.GetData<VarInt32>("NextSceneId");
IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
DRScene drScene = dtScene.GetDataRow(_nextSceneId);
if (drScene == null)
{
Log.Warning("Can not load scene '{0}' from data table.", _nextSceneId.ToString());
return;
}
GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset, this);
_backgroundMusicId = drScene.BackgroundMusicId;
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
GameEntry.Event.Unsubscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
GameEntry.Event.Unsubscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
GameEntry.Event.Unsubscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
GameEntry.Event.Unsubscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!_isChangeSceneComplete)
{
return;
}
SceneId sceneId = (SceneId)_nextSceneId;
switch (sceneId)
{
case SceneId.GameplayA:
ChangeState<ProcedureCombine>(procedureOwner);
break;
default:
Log.Debug($"Scene {sceneId.ToString()} don't configure a procedure");
break;
}
}
private void OnLoadSceneSuccess(object sender, GameEventArgs e)
{
LoadSceneSuccessEventArgs ne = (LoadSceneSuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Info("Load scene '{0}' OK.", ne.SceneAssetName);
if (_backgroundMusicId > 0)
{
GameEntry.Sound.PlayMusic(_backgroundMusicId);
}
_isChangeSceneComplete = true;
}
private void OnLoadSceneFailure(object sender, GameEventArgs e)
{
LoadSceneFailureEventArgs ne = (LoadSceneFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Error("Load scene '{0}' failure, error message '{1}'.", ne.SceneAssetName, ne.ErrorMessage);
}
private void OnLoadSceneUpdate(object sender, GameEventArgs e)
{
LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2"));
}
private void OnLoadSceneDependencyAsset(object sender, GameEventArgs e)
{
LoadSceneDependencyAssetEventArgs ne = (LoadSceneDependencyAssetEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Info("Load scene '{0}' dependency asset '{1}', count '{2}/{3}'.", ne.SceneAssetName, ne.DependencyAssetName, ne.LoadedCount.ToString(), ne.TotalCount.ToString());
}
}
}
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using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureCheckResources : ProcedureBase
{
private bool m_CheckResourcesComplete = false;
private bool m_NeedUpdateResources = false;
private int m_UpdateResourceCount = 0;
private long m_UpdateResourceTotalCompressedLength = 0L;
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_CheckResourcesComplete = false;
m_NeedUpdateResources = false;
m_UpdateResourceCount = 0;
m_UpdateResourceTotalCompressedLength = 0L;
GameEntry.Resource.CheckResources(OnCheckResourcesComplete);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_CheckResourcesComplete)
{
return;
}
if (m_NeedUpdateResources)
{
procedureOwner.SetData<VarInt32>("UpdateResourceCount", m_UpdateResourceCount);
procedureOwner.SetData<VarInt64>("UpdateResourceTotalCompressedLength", m_UpdateResourceTotalCompressedLength);
ChangeState<ProcedureUpdateResources>(procedureOwner);
}
else
{
ChangeState<ProcedurePreload>(procedureOwner);
}
}
private void OnCheckResourcesComplete(int movedCount, int removedCount, int updateCount, long updateTotalLength, long updateTotalCompressedLength)
{
m_CheckResourcesComplete = true;
m_NeedUpdateResources = updateCount > 0;
m_UpdateResourceCount = updateCount;
m_UpdateResourceTotalCompressedLength = updateTotalCompressedLength;
Log.Info("Check resources complete, '{0}' resources need to update, compressed length is '{1}', uncompressed length is '{2}'.", updateCount.ToString(), updateTotalCompressedLength.ToString(), updateTotalLength.ToString());
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Resource;
using StarForce;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureCheckVersion : ProcedureBase
{
private bool m_CheckVersionComplete = false;
private bool m_NeedUpdateVersion = false;
private VersionInfo m_VersionInfo = null;
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_CheckVersionComplete = false;
m_NeedUpdateVersion = false;
m_VersionInfo = null;
GameEntry.Event.Subscribe(WebRequestSuccessEventArgs.EventId, OnWebRequestSuccess);
GameEntry.Event.Subscribe(WebRequestFailureEventArgs.EventId, OnWebRequestFailure);
// 向服务器请求版本信息
GameEntry.WebRequest.AddWebRequest(Utility.Text.Format(GameEntry.BuiltinData.BuildInfo.CheckVersionUrl, GetPlatformPath()), this);
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
GameEntry.Event.Unsubscribe(WebRequestSuccessEventArgs.EventId, OnWebRequestSuccess);
GameEntry.Event.Unsubscribe(WebRequestFailureEventArgs.EventId, OnWebRequestFailure);
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_CheckVersionComplete)
{
return;
}
if (m_NeedUpdateVersion)
{
procedureOwner.SetData<VarInt32>("VersionListLength", m_VersionInfo.VersionListLength);
procedureOwner.SetData<VarInt32>("VersionListHashCode", m_VersionInfo.VersionListHashCode);
procedureOwner.SetData<VarInt32>("VersionListCompressedLength", m_VersionInfo.VersionListCompressedLength);
procedureOwner.SetData<VarInt32>("VersionListCompressedHashCode", m_VersionInfo.VersionListCompressedHashCode);
ChangeState<ProcedureUpdateVersion>(procedureOwner);
}
else
{
ChangeState<ProcedureVerifyResources>(procedureOwner);
}
}
private void GotoUpdateApp(object userData)
{
string url = null;
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
url = GameEntry.BuiltinData.BuildInfo.WindowsAppUrl;
#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
url = GameEntry.BuiltinData.BuildInfo.MacOSAppUrl;
#elif UNITY_IOS
url = GameEntry.BuiltinData.BuildInfo.IOSAppUrl;
#elif UNITY_ANDROID
url = GameEntry.BuiltinData.BuildInfo.AndroidAppUrl;
#endif
if (!string.IsNullOrEmpty(url))
{
Application.OpenURL(url);
}
}
private void OnWebRequestSuccess(object sender, GameEventArgs e)
{
WebRequestSuccessEventArgs ne = (WebRequestSuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
// 解析版本信息
byte[] versionInfoBytes = ne.GetWebResponseBytes();
string versionInfoString = Utility.Converter.GetString(versionInfoBytes);
m_VersionInfo = Utility.Json.ToObject<VersionInfo>(versionInfoString);
if (m_VersionInfo == null)
{
Log.Error("Parse VersionInfo failure.");
return;
}
Log.Info("Latest game version is '{0} ({1})', local game version is '{2} ({3})'.", m_VersionInfo.LatestGameVersion, m_VersionInfo.InternalGameVersion.ToString(), Version.GameVersion, Version.InternalGameVersion.ToString());
if (m_VersionInfo.ForceUpdateGame)
{
// 需要强制更新游戏应用
GameEntry.UI.OpenDialog(new DialogParams
{
Mode = 2,
Title = GameEntry.Localization.GetString("ForceUpdate.Title"),
Message = GameEntry.Localization.GetString("ForceUpdate.Message"),
ConfirmText = GameEntry.Localization.GetString("ForceUpdate.UpdateButton"),
OnClickConfirm = GotoUpdateApp,
CancelText = GameEntry.Localization.GetString("ForceUpdate.QuitButton"),
OnClickCancel = delegate (object userData) { UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit); },
});
return;
}
// 设置资源更新下载地址
GameEntry.Resource.UpdatePrefixUri = Utility.Path.GetRegularPath(m_VersionInfo.UpdatePrefixUri);
m_CheckVersionComplete = true;
m_NeedUpdateVersion = GameEntry.Resource.CheckVersionList(m_VersionInfo.InternalResourceVersion) == CheckVersionListResult.NeedUpdate;
}
private void OnWebRequestFailure(object sender, GameEventArgs e)
{
WebRequestFailureEventArgs ne = (WebRequestFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Warning("Check version failure, error message is '{0}'.", ne.ErrorMessage);
}
private string GetPlatformPath()
{
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
case RuntimePlatform.WindowsPlayer:
return "Windows";
case RuntimePlatform.OSXEditor:
case RuntimePlatform.OSXPlayer:
return "MacOS";
case RuntimePlatform.IPhonePlayer:
return "IOS";
case RuntimePlatform.Android:
return "Android";
default:
throw new System.NotSupportedException(Utility.Text.Format("Platform '{0}' is not supported.", Application.platform));
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureInitResources : ProcedureBase
{
private bool m_InitResourcesComplete = false;
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_InitResourcesComplete = false;
// 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
GameEntry.Resource.InitResources(OnInitResourcesComplete);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_InitResourcesComplete)
{
// 初始化资源未完成则继续等待
return;
}
ChangeState<ProcedurePreload>(procedureOwner);
}
private void OnInitResourcesComplete()
{
m_InitResourcesComplete = true;
Log.Info("Init resources complete.");
}
}
}
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//------------------------------------------------------------
// 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 StarForce;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureLaunch : ProcedureBase
{
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
// 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.");
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Resource;
using System.Collections.Generic;
using StarForce;
using TMPro;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedurePreload : ProcedureBase
{
public static readonly string[] DataTableNames = new string[]
{
"Entity",
"Music",
"Scene",
"Sound",
"UIForm",
"UISound",
};
private Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
GameEntry.Event.Subscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
GameEntry.Event.Subscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
GameEntry.Event.Subscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
GameEntry.Event.Subscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
GameEntry.Event.Subscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
GameEntry.Event.Subscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);
_loadedFlag.Clear();
PreloadResources();
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
GameEntry.Event.Unsubscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
GameEntry.Event.Unsubscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
GameEntry.Event.Unsubscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
GameEntry.Event.Unsubscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
GameEntry.Event.Unsubscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
GameEntry.Event.Unsubscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
{
if (!loadedFlag.Value)
{
return;
}
}
procedureOwner.SetData<VarInt32>("NextSceneId", GameEntry.Config.GetInt("Scene.GameplayA"));
ChangeState<ProcedureChangeScene>(procedureOwner);
}
private void PreloadResources()
{
// Preload configs
LoadConfig("DefaultConfig");
// Preload data tables
foreach (string dataTableName in DataTableNames)
{
LoadDataTable(dataTableName);
}
// Preload dictionaries
LoadDictionary("Default");
// Preload fonts
LoadFont("MainFont");
LoadTMPFont("MainTMPFont");
}
private void LoadConfig(string configName)
{
string configAssetName = AssetUtility.GetConfigAsset(configName, false);
_loadedFlag.Add(configAssetName, false);
GameEntry.Config.ReadData(configAssetName, this);
}
private void LoadDataTable(string dataTableName)
{
string dataTableAssetName = AssetUtility.GetDataTableAsset(dataTableName, false);
_loadedFlag.Add(dataTableAssetName, false);
GameEntry.DataTable.LoadDataTable(dataTableName, dataTableAssetName, this);
}
private void LoadDictionary(string dictionaryName)
{
string dictionaryAssetName = AssetUtility.GetDictionaryAsset(dictionaryName, false);
_loadedFlag.Add(dictionaryAssetName, false);
GameEntry.Localization.ReadData(dictionaryAssetName, this);
}
private void LoadFont(string fontName)
{
_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
GameEntry.Resource.LoadAsset(AssetUtility.GetFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
(assetName, asset, duration, userData) =>
{
_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
UGuiForm.SetMainFont((Font)asset);
Log.Info("Load font '{0}' OK.", fontName);
},
(assetName, status, errorMessage, userData) =>
{
Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
}));
}
private void LoadTMPFont(string fontName)
{
_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
GameEntry.Resource.LoadAsset(AssetUtility.GetTMPFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
(assetName, asset, duration, userData) =>
{
_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
UGuiForm.SetMainTMPFont((TMP_FontAsset)asset);
Log.Info("Load font '{0}' OK.", fontName);
},
(assetName, status, errorMessage, userData) =>
{
Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
}));
}
private void OnLoadConfigSuccess(object sender, GameEventArgs e)
{
LoadConfigSuccessEventArgs ne = (LoadConfigSuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
_loadedFlag[ne.ConfigAssetName] = true;
Log.Info("Load config '{0}' OK.", ne.ConfigAssetName);
}
private void OnLoadConfigFailure(object sender, GameEventArgs e)
{
LoadConfigFailureEventArgs ne = (LoadConfigFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Error("Can not load config '{0}' from '{1}' with error message '{2}'.", ne.ConfigAssetName, ne.ConfigAssetName, ne.ErrorMessage);
}
private void OnLoadDataTableSuccess(object sender, GameEventArgs e)
{
LoadDataTableSuccessEventArgs ne = (LoadDataTableSuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
_loadedFlag[ne.DataTableAssetName] = true;
Log.Info("Load data table '{0}' OK.", ne.DataTableAssetName);
}
private void OnLoadDataTableFailure(object sender, GameEventArgs e)
{
LoadDataTableFailureEventArgs ne = (LoadDataTableFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", ne.DataTableAssetName, ne.DataTableAssetName, ne.ErrorMessage);
}
private void OnLoadDictionarySuccess(object sender, GameEventArgs e)
{
LoadDictionarySuccessEventArgs ne = (LoadDictionarySuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
_loadedFlag[ne.DictionaryAssetName] = true;
Log.Info("Load dictionary '{0}' OK.", ne.DictionaryAssetName);
}
private void OnLoadDictionaryFailure(object sender, GameEventArgs e)
{
LoadDictionaryFailureEventArgs ne = (LoadDictionaryFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Error("Can not load dictionary '{0}' from '{1}' with error message '{2}'.", ne.DictionaryAssetName, ne.DictionaryAssetName, ne.ErrorMessage);
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 5733d8991f6bbf8409de2830c6c67b9b
timeCreated: 1528026159
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,45 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureSplash : ProcedureBase
{
public override bool UseNativeDialog => true;
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// TODO: 这里可以播放一个 Splash 动画
// ...
if (GameEntry.Base.EditorResourceMode)
{
// 编辑器模式
Log.Info("Editor resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
else if (GameEntry.Resource.ResourceMode == ResourceMode.Package)
{
// 单机模式
Log.Info("Package resource mode detected.");
ChangeState<ProcedureInitResources>(procedureOwner);
}
else
{
// 可更新模式
Log.Info("Updatable resource mode detected.");
ChangeState<ProcedureCheckVersion>(procedureOwner);
}
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 139ec26f4972a8147a39d4bb34d5fcaa
timeCreated: 1528026159
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,270 @@
using GameFramework;
using GameFramework.Event;
using System.Collections.Generic;
using StarForce;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureUpdateResources : ProcedureBase
{
private bool m_UpdateResourcesComplete = false;
private int m_UpdateCount = 0;
private long m_UpdateTotalCompressedLength = 0L;
private int m_UpdateSuccessCount = 0;
private List<UpdateLengthData> m_UpdateLengthData = new List<UpdateLengthData>();
private UpdateResourceForm m_UpdateResourceForm = null;
public override bool UseNativeDialog
{
get
{
return true;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_UpdateResourcesComplete = false;
m_UpdateCount = procedureOwner.GetData<VarInt32>("UpdateResourceCount");
procedureOwner.RemoveData("UpdateResourceCount");
m_UpdateTotalCompressedLength = procedureOwner.GetData<VarInt64>("UpdateResourceTotalCompressedLength");
procedureOwner.RemoveData("UpdateResourceTotalCompressedLength");
m_UpdateSuccessCount = 0;
m_UpdateLengthData.Clear();
m_UpdateResourceForm = null;
GameEntry.Event.Subscribe(ResourceUpdateStartEventArgs.EventId, OnResourceUpdateStart);
GameEntry.Event.Subscribe(ResourceUpdateChangedEventArgs.EventId, OnResourceUpdateChanged);
GameEntry.Event.Subscribe(ResourceUpdateSuccessEventArgs.EventId, OnResourceUpdateSuccess);
GameEntry.Event.Subscribe(ResourceUpdateFailureEventArgs.EventId, OnResourceUpdateFailure);
if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
GameEntry.UI.OpenDialog(new DialogParams
{
Mode = 2,
Title = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.Title"),
Message = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.Message"),
ConfirmText = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.UpdateButton"),
OnClickConfirm = StartUpdateResources,
CancelText = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.QuitButton"),
OnClickCancel = delegate (object userData) { UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit); },
});
return;
}
StartUpdateResources(null);
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
if (m_UpdateResourceForm != null)
{
Object.Destroy(m_UpdateResourceForm.gameObject);
m_UpdateResourceForm = null;
}
GameEntry.Event.Unsubscribe(ResourceUpdateStartEventArgs.EventId, OnResourceUpdateStart);
GameEntry.Event.Unsubscribe(ResourceUpdateChangedEventArgs.EventId, OnResourceUpdateChanged);
GameEntry.Event.Unsubscribe(ResourceUpdateSuccessEventArgs.EventId, OnResourceUpdateSuccess);
GameEntry.Event.Unsubscribe(ResourceUpdateFailureEventArgs.EventId, OnResourceUpdateFailure);
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_UpdateResourcesComplete)
{
return;
}
ChangeState<ProcedurePreload>(procedureOwner);
}
private void StartUpdateResources(object userData)
{
if (m_UpdateResourceForm == null)
{
m_UpdateResourceForm = Object.Instantiate(GameEntry.BuiltinData.UpdateResourceFormTemplate);
}
Log.Info("Start update resources...");
GameEntry.Resource.UpdateResources(OnUpdateResourcesComplete);
}
private void RefreshProgress()
{
long currentTotalUpdateLength = 0L;
for (int i = 0; i < m_UpdateLengthData.Count; i++)
{
currentTotalUpdateLength += m_UpdateLengthData[i].Length;
}
float progressTotal = (float)currentTotalUpdateLength / m_UpdateTotalCompressedLength;
string descriptionText = GameEntry.Localization.GetString("UpdateResource.Tips", m_UpdateSuccessCount.ToString(), m_UpdateCount.ToString(), GetByteLengthString(currentTotalUpdateLength), GetByteLengthString(m_UpdateTotalCompressedLength), progressTotal, GetByteLengthString((int)GameEntry.Download.CurrentSpeed));
m_UpdateResourceForm.SetProgress(progressTotal, descriptionText);
}
private string GetByteLengthString(long byteLength)
{
if (byteLength < 1024L) // 2 ^ 10
{
return Utility.Text.Format("{0} Bytes", byteLength);
}
if (byteLength < 1048576L) // 2 ^ 20
{
return Utility.Text.Format("{0:F2} KB", byteLength / 1024f);
}
if (byteLength < 1073741824L) // 2 ^ 30
{
return Utility.Text.Format("{0:F2} MB", byteLength / 1048576f);
}
if (byteLength < 1099511627776L) // 2 ^ 40
{
return Utility.Text.Format("{0:F2} GB", byteLength / 1073741824f);
}
if (byteLength < 1125899906842624L) // 2 ^ 50
{
return Utility.Text.Format("{0:F2} TB", byteLength / 1099511627776f);
}
if (byteLength < 1152921504606846976L) // 2 ^ 60
{
return Utility.Text.Format("{0:F2} PB", byteLength / 1125899906842624f);
}
return Utility.Text.Format("{0:F2} EB", byteLength / 1152921504606846976f);
}
private void OnUpdateResourcesComplete(GameFramework.Resource.IResourceGroup resourceGroup, bool result)
{
if (result)
{
m_UpdateResourcesComplete = true;
Log.Info("Update resources complete with no errors.");
}
else
{
Log.Error("Update resources complete with errors.");
}
}
private void OnResourceUpdateStart(object sender, GameEventArgs e)
{
ResourceUpdateStartEventArgs ne = (ResourceUpdateStartEventArgs)e;
for (int i = 0; i < m_UpdateLengthData.Count; i++)
{
if (m_UpdateLengthData[i].Name == ne.Name)
{
Log.Warning("Update resource '{0}' is invalid.", ne.Name);
m_UpdateLengthData[i].Length = 0;
RefreshProgress();
return;
}
}
m_UpdateLengthData.Add(new UpdateLengthData(ne.Name));
}
private void OnResourceUpdateChanged(object sender, GameEventArgs e)
{
ResourceUpdateChangedEventArgs ne = (ResourceUpdateChangedEventArgs)e;
for (int i = 0; i < m_UpdateLengthData.Count; i++)
{
if (m_UpdateLengthData[i].Name == ne.Name)
{
m_UpdateLengthData[i].Length = ne.CurrentLength;
RefreshProgress();
return;
}
}
Log.Warning("Update resource '{0}' is invalid.", ne.Name);
}
private void OnResourceUpdateSuccess(object sender, GameEventArgs e)
{
ResourceUpdateSuccessEventArgs ne = (ResourceUpdateSuccessEventArgs)e;
Log.Info("Update resource '{0}' success.", ne.Name);
for (int i = 0; i < m_UpdateLengthData.Count; i++)
{
if (m_UpdateLengthData[i].Name == ne.Name)
{
m_UpdateLengthData[i].Length = ne.CompressedLength;
m_UpdateSuccessCount++;
RefreshProgress();
return;
}
}
Log.Warning("Update resource '{0}' is invalid.", ne.Name);
}
private void OnResourceUpdateFailure(object sender, GameEventArgs e)
{
ResourceUpdateFailureEventArgs ne = (ResourceUpdateFailureEventArgs)e;
if (ne.RetryCount >= ne.TotalRetryCount)
{
Log.Error("Update resource '{0}' failure from '{1}' with error message '{2}', retry count '{3}'.", ne.Name, ne.DownloadUri, ne.ErrorMessage, ne.RetryCount.ToString());
return;
}
else
{
Log.Info("Update resource '{0}' failure from '{1}' with error message '{2}', retry count '{3}'.", ne.Name, ne.DownloadUri, ne.ErrorMessage, ne.RetryCount.ToString());
}
for (int i = 0; i < m_UpdateLengthData.Count; i++)
{
if (m_UpdateLengthData[i].Name == ne.Name)
{
m_UpdateLengthData.Remove(m_UpdateLengthData[i]);
RefreshProgress();
return;
}
}
Log.Warning("Update resource '{0}' is invalid.", ne.Name);
}
private class UpdateLengthData
{
private readonly string m_Name;
public UpdateLengthData(string name)
{
m_Name = name;
}
public string Name
{
get
{
return m_Name;
}
}
public int Length
{
get;
set;
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 42642b01f19746c4180a6579c098d7a9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,70 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureUpdateVersion : ProcedureBase
{
private bool m_UpdateVersionComplete = false;
private UpdateVersionListCallbacks m_UpdateVersionListCallbacks = null;
public override bool UseNativeDialog
{
get
{
return true;
}
}
protected override void OnInit(ProcedureOwner procedureOwner)
{
base.OnInit(procedureOwner);
m_UpdateVersionListCallbacks = new UpdateVersionListCallbacks(OnUpdateVersionListSuccess, OnUpdateVersionListFailure);
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_UpdateVersionComplete = false;
GameEntry.Resource.UpdateVersionList(procedureOwner.GetData<VarInt32>("VersionListLength"), procedureOwner.GetData<VarInt32>("VersionListHashCode"), procedureOwner.GetData<VarInt32>("VersionListCompressedLength"), procedureOwner.GetData<VarInt32>("VersionListCompressedHashCode"), m_UpdateVersionListCallbacks);
procedureOwner.RemoveData("VersionListLength");
procedureOwner.RemoveData("VersionListHashCode");
procedureOwner.RemoveData("VersionListCompressedLength");
procedureOwner.RemoveData("VersionListCompressedHashCode");
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_UpdateVersionComplete)
{
return;
}
ChangeState<ProcedureVerifyResources>(procedureOwner);
}
private void OnUpdateVersionListSuccess(string downloadPath, string downloadUri)
{
m_UpdateVersionComplete = true;
Log.Info("Update version list from '{0}' success.", downloadUri);
}
private void OnUpdateVersionListFailure(string downloadUri, string errorMessage)
{
Log.Warning("Update version list from '{0}' failure, error message is '{1}'.", downloadUri, errorMessage);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 45878acf6351cb64385d78fabb8b3acc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,77 @@
using GameFramework.Event;
using StarForce;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureVerifyResources : ProcedureBase
{
private bool m_VerifyResourcesComplete = false;
public override bool UseNativeDialog
{
get
{
return true;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
GameEntry.Event.Subscribe(ResourceVerifyStartEventArgs.EventId, OnResourceVerifyStart);
GameEntry.Event.Subscribe(ResourceVerifySuccessEventArgs.EventId, OnResourceVerifySuccess);
GameEntry.Event.Subscribe(ResourceVerifyFailureEventArgs.EventId, OnResourceVerifyFailure);
m_VerifyResourcesComplete = false;
GameEntry.Resource.VerifyResources(OnVerifyResourcesComplete);
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
GameEntry.Event.Unsubscribe(ResourceVerifyStartEventArgs.EventId, OnResourceVerifyStart);
GameEntry.Event.Unsubscribe(ResourceVerifySuccessEventArgs.EventId, OnResourceVerifySuccess);
GameEntry.Event.Unsubscribe(ResourceVerifyFailureEventArgs.EventId, OnResourceVerifyFailure);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_VerifyResourcesComplete)
{
return;
}
ChangeState<ProcedureCheckResources>(procedureOwner);
}
private void OnVerifyResourcesComplete(bool result)
{
m_VerifyResourcesComplete = true;
Log.Info("Verify resources complete, result is '{0}'.", result);
}
private void OnResourceVerifyStart(object sender, GameEventArgs e)
{
ResourceVerifyStartEventArgs ne = (ResourceVerifyStartEventArgs)e;
Log.Info("Start verify resources, verify resource count '{0}', verify resource total length '{1}'.", ne.Count, ne.TotalLength);
}
private void OnResourceVerifySuccess(object sender, GameEventArgs e)
{
ResourceVerifySuccessEventArgs ne = (ResourceVerifySuccessEventArgs)e;
Log.Info("Verify resource '{0}' success.", ne.Name);
}
private void OnResourceVerifyFailure(object sender, GameEventArgs e)
{
ResourceVerifyFailureEventArgs ne = (ResourceVerifyFailureEventArgs)e;
Log.Warning("Verify resource '{0}' failure.", ne.Name);
}
}
}
@@ -0,0 +1,11 @@
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