biography-of-lijie/Assets/GameMain/Scripts/Procedure/BuiltIn/ProcedureLaunch.cs

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1.2 KiB
C#
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using Definition;
using Sound;
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();
// 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);
}
}
}