using Definition; using Sound; using UnityGameFramework.Runtime; using ProcedureOwner = GameFramework.Fsm.IFsm; 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(); // 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(procedureOwner); } } }