33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using Definition;
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using Sound;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace Procedure
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{
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public class ProcedureLaunch : ProcedureBase
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{
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public override bool UseNativeDialog => true;
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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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// 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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}
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}
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