init
This commit is contained in:
@@ -0,0 +1,19 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace GeometryTD.Procedure
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{
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public abstract class ProcedureBase : GameFramework.Procedure.ProcedureBase
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{
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// 获取流程是否使用原生对话框
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// 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
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public abstract bool UseNativeDialog
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{
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get;
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}
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}
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}
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@@ -0,0 +1,149 @@
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using GameFramework.DataTable;
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using GameFramework.Event;
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using GeometryTD.CustomUtility;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace GeometryTD.Procedure
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{
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public class ProcedureChangeScene : ProcedureBase
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{
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private int _nextSceneId = 0;
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private bool _isChangeSceneComplete = false;
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private int _backgroundMusicId = 0;
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public override bool UseNativeDialog => false;
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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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_isChangeSceneComplete = false;
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GameEntry.Event.Subscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
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GameEntry.Event.Subscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
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GameEntry.Event.Subscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
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GameEntry.Event.Subscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
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// 停止所有声音
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GameEntry.Sound.StopAllLoadingSounds();
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GameEntry.Sound.StopAllLoadedSounds();
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// 隐藏所有实体
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GameEntry.Entity.HideAllLoadingEntities();
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GameEntry.Entity.HideAllLoadedEntities();
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// 卸载所有场景
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string[] loadedSceneAssetNames = GameEntry.Scene.GetLoadedSceneAssetNames();
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for (int i = 0; i < loadedSceneAssetNames.Length; i++)
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{
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GameEntry.Scene.UnloadScene(loadedSceneAssetNames[i]);
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}
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// 还原游戏速度
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GameEntry.Base.ResetNormalGameSpeed();
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_nextSceneId = procedureOwner.GetData<VarInt32>("NextSceneId");
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IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
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DRScene drScene = dtScene.GetDataRow(_nextSceneId);
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if (drScene == null)
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{
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Log.Warning("Can not load scene '{0}' from data table.", _nextSceneId.ToString());
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return;
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}
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GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset,
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this);
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_backgroundMusicId = drScene.BackgroundMusicId;
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}
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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{
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GameEntry.Event.Unsubscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
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GameEntry.Event.Unsubscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
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GameEntry.Event.Unsubscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
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GameEntry.Event.Unsubscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
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base.OnLeave(procedureOwner, isShutdown);
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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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if (!_isChangeSceneComplete)
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{
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return;
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}
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SceneType sceneType = (SceneType)_nextSceneId;
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switch (sceneType)
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{
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case SceneType.Menu:
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ChangeState<ProcedureMenu>(procedureOwner);
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break;
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case SceneType.Main:
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ChangeState<ProcedureMain>(procedureOwner);
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break;
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default:
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Log.Debug($"Scene {sceneType.ToString()} don't configure a procedure");
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break;
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}
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}
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private void OnLoadSceneSuccess(object sender, GameEventArgs e)
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{
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LoadSceneSuccessEventArgs ne = (LoadSceneSuccessEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Info("Load scene '{0}' OK.", ne.SceneAssetName);
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if (_backgroundMusicId > 0)
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{
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GameEntry.Sound.PlayMusic(_backgroundMusicId);
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}
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_isChangeSceneComplete = true;
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}
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private void OnLoadSceneFailure(object sender, GameEventArgs e)
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{
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LoadSceneFailureEventArgs ne = (LoadSceneFailureEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Error("Load scene '{0}' failure, error message '{1}'.", ne.SceneAssetName, ne.ErrorMessage);
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}
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private void OnLoadSceneUpdate(object sender, GameEventArgs e)
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{
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LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2"));
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}
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private void OnLoadSceneDependencyAsset(object sender, GameEventArgs e)
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{
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LoadSceneDependencyAssetEventArgs ne = (LoadSceneDependencyAssetEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Info("Load scene '{0}' dependency asset '{1}', count '{2}/{3}'.", ne.SceneAssetName,
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ne.DependencyAssetName, ne.LoadedCount.ToString(), ne.TotalCount.ToString());
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}
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}
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}
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@@ -0,0 +1,57 @@
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace GeometryTD.Procedure
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{
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public class ProcedureCheckResources : ProcedureBase
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{
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private bool m_CheckResourcesComplete = false;
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private bool m_NeedUpdateResources = false;
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private int m_UpdateResourceCount = 0;
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private long m_UpdateResourceTotalCompressedLength = 0L;
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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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m_CheckResourcesComplete = false;
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m_NeedUpdateResources = false;
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m_UpdateResourceCount = 0;
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m_UpdateResourceTotalCompressedLength = 0L;
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GameEntry.Resource.CheckResources(OnCheckResourcesComplete);
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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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if (!m_CheckResourcesComplete)
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{
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return;
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}
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if (m_NeedUpdateResources)
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{
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procedureOwner.SetData<VarInt32>("UpdateResourceCount", m_UpdateResourceCount);
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procedureOwner.SetData<VarInt64>("UpdateResourceTotalCompressedLength", m_UpdateResourceTotalCompressedLength);
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ChangeState<ProcedureUpdateResources>(procedureOwner);
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}
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else
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{
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ChangeState<ProcedurePreload>(procedureOwner);
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}
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}
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private void OnCheckResourcesComplete(int movedCount, int removedCount, int updateCount, long updateTotalLength, long updateTotalCompressedLength)
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{
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m_CheckResourcesComplete = true;
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m_NeedUpdateResources = updateCount > 0;
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m_UpdateResourceCount = updateCount;
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m_UpdateResourceTotalCompressedLength = updateTotalCompressedLength;
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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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}
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}
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}
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@@ -0,0 +1,162 @@
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using GameFramework;
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using GameFramework.Event;
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using GameFramework.Resource;
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using GeometryTD.Definition;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace GeometryTD.Procedure
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{
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public class ProcedureCheckVersion : ProcedureBase
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{
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private bool m_CheckVersionComplete = false;
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private bool m_NeedUpdateVersion = false;
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private VersionInfo m_VersionInfo = null;
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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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m_CheckVersionComplete = false;
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m_NeedUpdateVersion = false;
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m_VersionInfo = null;
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GameEntry.Event.Subscribe(WebRequestSuccessEventArgs.EventId, OnWebRequestSuccess);
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GameEntry.Event.Subscribe(WebRequestFailureEventArgs.EventId, OnWebRequestFailure);
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// 向服务器请求版本信息
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GameEntry.WebRequest.AddWebRequest(Utility.Text.Format(GameEntry.BuiltinData.BuildInfo.CheckVersionUrl, GetPlatformPath()), this);
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}
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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{
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GameEntry.Event.Unsubscribe(WebRequestSuccessEventArgs.EventId, OnWebRequestSuccess);
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GameEntry.Event.Unsubscribe(WebRequestFailureEventArgs.EventId, OnWebRequestFailure);
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base.OnLeave(procedureOwner, isShutdown);
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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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if (!m_CheckVersionComplete)
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{
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return;
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}
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if (m_NeedUpdateVersion)
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{
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procedureOwner.SetData<VarInt32>("VersionListLength", m_VersionInfo.VersionListLength);
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procedureOwner.SetData<VarInt32>("VersionListHashCode", m_VersionInfo.VersionListHashCode);
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procedureOwner.SetData<VarInt32>("VersionListCompressedLength", m_VersionInfo.VersionListCompressedLength);
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procedureOwner.SetData<VarInt32>("VersionListCompressedHashCode", m_VersionInfo.VersionListCompressedHashCode);
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ChangeState<ProcedureUpdateVersion>(procedureOwner);
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}
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else
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{
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ChangeState<ProcedureVerifyResources>(procedureOwner);
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}
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}
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private void GotoUpdateApp(object userData)
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{
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string url = null;
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#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
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url = GameEntry.BuiltinData.BuildInfo.WindowsAppUrl;
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#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
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url = GameEntry.BuiltinData.BuildInfo.MacOSAppUrl;
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#elif UNITY_IOS
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url = GameEntry.BuiltinData.BuildInfo.IOSAppUrl;
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#elif UNITY_ANDROID
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url = GameEntry.BuiltinData.BuildInfo.AndroidAppUrl;
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#endif
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if (!string.IsNullOrEmpty(url))
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{
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Application.OpenURL(url);
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}
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}
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private void OnWebRequestSuccess(object sender, GameEventArgs e)
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{
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WebRequestSuccessEventArgs ne = (WebRequestSuccessEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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// 解析版本信息
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byte[] versionInfoBytes = ne.GetWebResponseBytes();
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string versionInfoString = Utility.Converter.GetString(versionInfoBytes);
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m_VersionInfo = Utility.Json.ToObject<VersionInfo>(versionInfoString);
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if (m_VersionInfo == null)
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{
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Log.Error("Parse VersionInfo failure.");
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return;
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}
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|
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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());
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if (m_VersionInfo.ForceUpdateGame)
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{
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// 需要强制更新游戏应用
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GameEntry.UI.OpenDialog(new DialogParams
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{
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Mode = 2,
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Title = GameEntry.Localization.GetString("ForceUpdate.Title"),
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Message = GameEntry.Localization.GetString("ForceUpdate.Message"),
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ConfirmText = GameEntry.Localization.GetString("ForceUpdate.UpdateButton"),
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OnClickConfirm = GotoUpdateApp,
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CancelText = GameEntry.Localization.GetString("ForceUpdate.QuitButton"),
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OnClickCancel = delegate (object userData) { UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit); },
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});
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return;
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}
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// 设置资源更新下载地址
|
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GameEntry.Resource.UpdatePrefixUri = Utility.Path.GetRegularPath(m_VersionInfo.UpdatePrefixUri);
|
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m_CheckVersionComplete = true;
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m_NeedUpdateVersion = GameEntry.Resource.CheckVersionList(m_VersionInfo.InternalResourceVersion) == CheckVersionListResult.NeedUpdate;
|
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}
|
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|
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private void OnWebRequestFailure(object sender, GameEventArgs e)
|
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{
|
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WebRequestFailureEventArgs ne = (WebRequestFailureEventArgs)e;
|
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if (ne.UserData != this)
|
||||
{
|
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return;
|
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}
|
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Log.Warning("Check version failure, error message is '{0}'.", ne.ErrorMessage);
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}
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|
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private string GetPlatformPath()
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{
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switch (Application.platform)
|
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{
|
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case RuntimePlatform.WindowsEditor:
|
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case RuntimePlatform.WindowsPlayer:
|
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return "Windows";
|
||||
|
||||
case RuntimePlatform.OSXEditor:
|
||||
case RuntimePlatform.OSXPlayer:
|
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return "MacOS";
|
||||
|
||||
case RuntimePlatform.IPhonePlayer:
|
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return "IOS";
|
||||
|
||||
case RuntimePlatform.Android:
|
||||
return "Android";
|
||||
|
||||
default:
|
||||
throw new System.NotSupportedException(Utility.Text.Format("Platform '{0}' is not supported.", Application.platform));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
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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 GeometryTD.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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,129 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 GeometryTD;
|
||||
using UnityGameFramework.Runtime;
|
||||
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
|
||||
|
||||
namespace GeometryTD.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();
|
||||
}
|
||||
|
||||
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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,237 @@
|
||||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
using GameFramework.Resource;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using TMPro;
|
||||
using GeometryTD.UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public class ProcedurePreload : ProcedureBase
|
||||
{
|
||||
public static readonly string[] DataTableNames = new string[]
|
||||
{
|
||||
"BaseComp",
|
||||
"BearingComp",
|
||||
"Enemy",
|
||||
"Entity",
|
||||
"Event",
|
||||
"Level",
|
||||
"LevelPhase",
|
||||
"LevelSpawnEntry",
|
||||
"Music",
|
||||
"MuzzleComp",
|
||||
"Scene",
|
||||
"ShopPrice",
|
||||
"Sound",
|
||||
"Tag",
|
||||
"RarityTagBudget",
|
||||
"TagConfig",
|
||||
"OutGameDropPool",
|
||||
"UIForm",
|
||||
"UISound",
|
||||
};
|
||||
|
||||
private readonly Dictionary<string, bool> _loadedFlag = new();
|
||||
|
||||
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", (int)SceneType.Menu);
|
||||
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 +1,45 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 GeometryTD.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 +1,270 @@
|
||||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD;
|
||||
using GeometryTD.UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
|
||||
|
||||
namespace GeometryTD.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 +1,70 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 GeometryTD.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 +1,77 @@
|
||||
using GameFramework.Event;
|
||||
using GeometryTD;
|
||||
using UnityGameFramework.Runtime;
|
||||
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
|
||||
|
||||
namespace GeometryTD.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 +1,52 @@
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class FixedRunNodeSequenceBuilder
|
||||
{
|
||||
private const int FixedNodeCount = 10;
|
||||
private static readonly int[] PlainCombatLevelCycle = { 1, 2, 3, 1 };
|
||||
|
||||
public static IReadOnlyList<RunNodeSeed> Build(LevelThemeType themeType)
|
||||
{
|
||||
if (themeType != LevelThemeType.Plain)
|
||||
{
|
||||
return new List<RunNodeSeed>();
|
||||
}
|
||||
|
||||
List<RunNodeSeed> nodeSeeds = new List<RunNodeSeed>(FixedNodeCount)
|
||||
{
|
||||
CreateNodeSeed(1, 0, RunNodeType.Combat, themeType, PlainCombatLevelCycle[0]),
|
||||
CreateNodeSeed(2, 1, RunNodeType.Event, themeType, 0),
|
||||
CreateNodeSeed(3, 2, RunNodeType.Combat, themeType, PlainCombatLevelCycle[1]),
|
||||
CreateNodeSeed(4, 3, RunNodeType.Shop, themeType, 0),
|
||||
CreateNodeSeed(5, 4, RunNodeType.Combat, themeType, PlainCombatLevelCycle[2]),
|
||||
CreateNodeSeed(6, 5, RunNodeType.Event, themeType, 0),
|
||||
CreateNodeSeed(7, 6, RunNodeType.Combat, themeType, PlainCombatLevelCycle[3]),
|
||||
CreateNodeSeed(8, 7, RunNodeType.Shop, themeType, 0),
|
||||
CreateNodeSeed(9, 8, RunNodeType.Event, themeType, 0),
|
||||
CreateNodeSeed(10, 9, RunNodeType.BossCombat, themeType, 4)
|
||||
};
|
||||
|
||||
return nodeSeeds;
|
||||
}
|
||||
|
||||
private static RunNodeSeed CreateNodeSeed(
|
||||
int nodeId,
|
||||
int sequenceIndex,
|
||||
RunNodeType nodeType,
|
||||
LevelThemeType themeType,
|
||||
int linkedLevelId)
|
||||
{
|
||||
return new RunNodeSeed
|
||||
{
|
||||
NodeId = nodeId,
|
||||
SequenceIndex = sequenceIndex,
|
||||
NodeType = nodeType,
|
||||
ThemeType = themeType,
|
||||
LinkedLevelId = linkedLevelId
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,468 @@
|
||||
using GameFramework.Event;
|
||||
using GameFramework.Fsm;
|
||||
using GameFramework.Procedure;
|
||||
using System;
|
||||
using GeometryTD.CustomEvent;
|
||||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Factory;
|
||||
using GeometryTD.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public class ProcedureMain : ProcedureBase
|
||||
{
|
||||
private const int MaxParticipantTowerCount = 4;
|
||||
|
||||
public override bool UseNativeDialog => false;
|
||||
|
||||
private RepoFormUseCase _repoFormUseCase;
|
||||
private NodeMapFormUseCase _nodeMapFormUseCase;
|
||||
private RunState _currentRunState;
|
||||
private ProcedureMainFlowPhase _flowPhase = ProcedureMainFlowPhase.Hub;
|
||||
private bool _isRunCompleteDialogShown;
|
||||
private bool _isReturnToMenuPending;
|
||||
|
||||
#region FSM
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
GameEntry.Event.Subscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
|
||||
GameEntry.Event.Subscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
|
||||
GameEntry.Event.Subscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
|
||||
|
||||
GameEntry.TagRegistry.OnInit();
|
||||
GameEntry.EventNode.OnInit();
|
||||
GameEntry.CombatNode.OnInit(LevelThemeType.Plain);
|
||||
GameEntry.ShopNode.OnInit();
|
||||
|
||||
string runId = Guid.NewGuid().ToString("N");
|
||||
int runSeed = RunStateFactory.CreateRunSeed();
|
||||
BackpackInventoryData initialInventory = InventorySeedUtility.CreateSampleInventory(runSeed);
|
||||
GameEntry.PlayerInventory?.OnInit(initialInventory);
|
||||
|
||||
_currentRunState = RunStateFactory.CreateFixedRun(
|
||||
LevelThemeType.Plain,
|
||||
GameEntry.PlayerInventory != null
|
||||
? GameEntry.PlayerInventory.GetInventorySnapshot()
|
||||
: initialInventory,
|
||||
runId,
|
||||
runSeed);
|
||||
|
||||
_repoFormUseCase = new RepoFormUseCase();
|
||||
GameEntry.UIRouter.BindUIUseCase(UIFormType.RepoForm, _repoFormUseCase);
|
||||
|
||||
_nodeMapFormUseCase = new NodeMapFormUseCase();
|
||||
_nodeMapFormUseCase.SetRunState(_currentRunState);
|
||||
GameEntry.UIRouter.BindUIUseCase(UIFormType.NodeMapForm, _nodeMapFormUseCase);
|
||||
_isRunCompleteDialogShown = false;
|
||||
_isReturnToMenuPending = false;
|
||||
|
||||
EnterHubFlow();
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||
float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
||||
if (_isReturnToMenuPending)
|
||||
{
|
||||
_isReturnToMenuPending = false;
|
||||
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneType.Menu);
|
||||
ChangeState<ProcedureChangeScene>(procedureOwner);
|
||||
return;
|
||||
}
|
||||
|
||||
GameEntry.CombatNode.OnUpdate(elapseSeconds, realElapseSeconds);
|
||||
}
|
||||
|
||||
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
{
|
||||
GameEntry.CombatNode.OnShutdown();
|
||||
GameEntry.Event.Unsubscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
|
||||
GameEntry.Event.Unsubscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
|
||||
GameEntry.Event.Unsubscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.RepoForm);
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
|
||||
_repoFormUseCase = null;
|
||||
_nodeMapFormUseCase = null;
|
||||
_currentRunState = null;
|
||||
_flowPhase = ProcedureMainFlowPhase.Hub;
|
||||
_isRunCompleteDialogShown = false;
|
||||
_isReturnToMenuPending = false;
|
||||
|
||||
base.OnLeave(procedureOwner, isShutdown);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
private void OnNodeEnter(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is NodeEnterEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(args.RunId) &&
|
||||
_currentRunState != null &&
|
||||
!string.Equals(args.RunId, _currentRunState.RunId))
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeEnter() ignored. EventRunId={0}, CurrentRunId={1}.",
|
||||
args.RunId,
|
||||
_currentRunState.RunId);
|
||||
return;
|
||||
}
|
||||
|
||||
RunNodeState currentNode = _currentRunState?.CurrentNode;
|
||||
if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
|
||||
_currentRunState,
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex))
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeEnter() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex,
|
||||
currentNode?.NodeId ?? 0,
|
||||
currentNode?.NodeType ?? RunNodeType.None,
|
||||
currentNode?.SequenceIndex ?? -1);
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info(
|
||||
"ProcedureMain.OnNodeEnter() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
|
||||
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex);
|
||||
|
||||
EnterNodeFlow();
|
||||
}
|
||||
|
||||
private void OnNodeComplete(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is NodeCompleteEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(args.RunId) &&
|
||||
_currentRunState != null &&
|
||||
!string.Equals(args.RunId, _currentRunState.RunId))
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeComplete() ignored. EventRunId={0}, CurrentRunId={1}.",
|
||||
args.RunId,
|
||||
_currentRunState.RunId);
|
||||
return;
|
||||
}
|
||||
|
||||
RunNodeState currentNode = _currentRunState?.CurrentNode;
|
||||
if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
|
||||
_currentRunState,
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex))
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeComplete() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex,
|
||||
currentNode?.NodeId ?? 0,
|
||||
currentNode?.NodeType ?? RunNodeType.None,
|
||||
currentNode?.SequenceIndex ?? -1);
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info(
|
||||
"ProcedureMain.OnNodeComplete() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, CompletionStatus={4}, CombatWon={5}.",
|
||||
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
|
||||
args.NodeId,
|
||||
args.NodeType,
|
||||
args.SequenceIndex,
|
||||
args.CompletionStatus,
|
||||
args.CombatWon);
|
||||
|
||||
RunNodeCompletionSnapshot completionSnapshot = args.CompletionSnapshot != null
|
||||
? args.CompletionSnapshot.Clone()
|
||||
: _currentRunState?.CreateCurrentNodeContext()?.CreateCompletionSnapshot(null);
|
||||
BackpackInventoryData inventorySnapshot = completionSnapshot?.InventorySnapshot;
|
||||
if (inventorySnapshot == null && GameEntry.PlayerInventory != null)
|
||||
{
|
||||
inventorySnapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
|
||||
}
|
||||
|
||||
if (completionSnapshot != null)
|
||||
{
|
||||
completionSnapshot.InventorySnapshot = inventorySnapshot;
|
||||
}
|
||||
|
||||
ProcedureMainParticipantTowerCleanupResult cleanupResult =
|
||||
ProcedureMainParticipantTowerCleanupService.RemoveBrokenParticipantTowers(
|
||||
inventorySnapshot,
|
||||
MaxParticipantTowerCount);
|
||||
if (cleanupResult.HasAnyRemovedTower && GameEntry.PlayerInventory != null)
|
||||
{
|
||||
GameEntry.PlayerInventory.ReplaceInventorySnapshot(inventorySnapshot);
|
||||
}
|
||||
|
||||
if (completionSnapshot != null)
|
||||
{
|
||||
completionSnapshot.InventorySnapshot = inventorySnapshot;
|
||||
}
|
||||
|
||||
ProcedureMainRunAdvanceResult advanceResult =
|
||||
ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.CompletionStatus, completionSnapshot);
|
||||
HandleRunAdvanceResult(advanceResult);
|
||||
if (cleanupResult.HasAnyRemovedTower &&
|
||||
advanceResult != ProcedureMainRunAdvanceResult.RunCompleted)
|
||||
{
|
||||
OpenRemovedParticipantTowerDialog(cleanupResult);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(sender is NodeMapForm) || !(e is NodeMapNodeEnterRequestedEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RunNodeState currentNode = _currentRunState?.CurrentNode;
|
||||
if (_currentRunState == null ||
|
||||
_flowPhase != ProcedureMainFlowPhase.Hub ||
|
||||
!_currentRunState.CanEnterCurrentNode ||
|
||||
currentNode == null)
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeMapNodeEnterRequested() ignored. FlowPhase={0}, HasEnterableNode={1}.",
|
||||
_flowPhase,
|
||||
_currentRunState != null && _currentRunState.CanEnterCurrentNode);
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.SequenceIndex != currentNode.SequenceIndex || args.NodeType != currentNode.NodeType)
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain.OnNodeMapNodeEnterRequested() ignored. Requested={0}#{1}, CurrentNode={2}#{3}.",
|
||||
args.NodeType,
|
||||
args.SequenceIndex,
|
||||
currentNode.NodeType,
|
||||
currentNode.SequenceIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
switch (currentNode.NodeType)
|
||||
{
|
||||
case RunNodeType.Combat:
|
||||
case RunNodeType.BossCombat:
|
||||
ProcedureMainCombatEntryValidationResult validationResult =
|
||||
ProcedureMainCombatEntryValidationService.Validate(
|
||||
GameEntry.PlayerInventory != null
|
||||
? GameEntry.PlayerInventory.GetInventorySnapshot()
|
||||
: null);
|
||||
if (!validationResult.CanEnterCombat)
|
||||
{
|
||||
LogCombatEntryBlocked(currentNode, validationResult);
|
||||
OpenBlockedCombatDialog(validationResult);
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameEntry.CombatNode.CurrentThemeType != currentNode.ThemeType)
|
||||
{
|
||||
GameEntry.CombatNode.OnInit(currentNode.ThemeType);
|
||||
}
|
||||
|
||||
GameEntry.CombatNode.StartCombat(
|
||||
currentNode.LinkedLevelId,
|
||||
_currentRunState.CreateCurrentNodeContext());
|
||||
return;
|
||||
case RunNodeType.Event:
|
||||
GameEntry.EventNode.StartEvent(_currentRunState.CreateCurrentNodeContext());
|
||||
return;
|
||||
case RunNodeType.Shop:
|
||||
GameEntry.ShopNode.StartShop(_currentRunState.CreateCurrentNodeContext());
|
||||
return;
|
||||
default:
|
||||
Log.Warning("ProcedureMain.OnNodeMapNodeEnterRequested() encountered unsupported node type: {0}.",
|
||||
currentNode.NodeType);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void OpenBlockedCombatDialog(ProcedureMainCombatEntryValidationResult validationResult)
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
|
||||
GameEntry.UIRouter.OpenUI(
|
||||
UIFormType.DialogForm,
|
||||
ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(validationResult));
|
||||
}
|
||||
|
||||
private void LogCombatEntryBlocked(
|
||||
RunNodeState currentNode,
|
||||
ProcedureMainCombatEntryValidationResult validationResult)
|
||||
{
|
||||
switch (validationResult?.BlockReason)
|
||||
{
|
||||
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
|
||||
Log.Warning(
|
||||
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}.",
|
||||
_currentRunState?.RunId,
|
||||
currentNode?.NodeId ?? 0,
|
||||
currentNode?.NodeType ?? RunNodeType.None,
|
||||
currentNode?.SequenceIndex ?? -1,
|
||||
ProcedureMainCombatEntryBlockReason.InventoryUnavailable);
|
||||
return;
|
||||
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
|
||||
Log.Warning(
|
||||
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}, InvalidParticipantTowers={5}.",
|
||||
_currentRunState?.RunId,
|
||||
currentNode?.NodeId ?? 0,
|
||||
currentNode?.NodeType ?? RunNodeType.None,
|
||||
currentNode?.SequenceIndex ?? -1,
|
||||
ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
|
||||
ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
|
||||
validationResult.ValidationSummary));
|
||||
return;
|
||||
default:
|
||||
Log.Warning(
|
||||
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason=Unknown.",
|
||||
_currentRunState?.RunId,
|
||||
currentNode?.NodeId ?? 0,
|
||||
currentNode?.NodeType ?? RunNodeType.None,
|
||||
currentNode?.SequenceIndex ?? -1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case ProcedureMainRunAdvanceResult.NoChange:
|
||||
return;
|
||||
case ProcedureMainRunAdvanceResult.NodeException:
|
||||
Log.Info(
|
||||
"ProcedureMain current node entered exception state. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
|
||||
_currentRunState?.RunId,
|
||||
_currentRunState?.CurrentNode?.NodeId ?? 0,
|
||||
_currentRunState?.CurrentNode?.NodeType ?? RunNodeType.None,
|
||||
_currentRunState?.CurrentNode?.SequenceIndex ?? -1);
|
||||
EnterHubFlow();
|
||||
return;
|
||||
case ProcedureMainRunAdvanceResult.AdvancedToNextNode:
|
||||
LogNextNode();
|
||||
EnterHubFlow();
|
||||
return;
|
||||
case ProcedureMainRunAdvanceResult.RunCompleted:
|
||||
EnterRunCompletedPendingFinish();
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void EnterHubFlow()
|
||||
{
|
||||
_flowPhase = ProcedureMainFlowPhase.Hub;
|
||||
_nodeMapFormUseCase?.SetRunState(_currentRunState);
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.NodeMapForm);
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
|
||||
}
|
||||
|
||||
private void EnterNodeFlow()
|
||||
{
|
||||
_flowPhase = ProcedureMainFlowPhase.NodeActive;
|
||||
CloseHubUI();
|
||||
}
|
||||
|
||||
private void EnterRunCompletedPendingFinish()
|
||||
{
|
||||
_flowPhase = ProcedureMainFlowPhase.RunCompletedPendingFinish;
|
||||
_nodeMapFormUseCase?.SetRunState(_currentRunState);
|
||||
CloseHubUI();
|
||||
Log.Info("ProcedureMain run completed. RunId={0}", _currentRunState?.RunId);
|
||||
|
||||
ProcedureMainRunCompletionResult result =
|
||||
ProcedureMainRunCompletionService.TryEnterCompletedPendingFinish(_isRunCompleteDialogShown);
|
||||
if (result == ProcedureMainRunCompletionResult.ShowCompletionDialog)
|
||||
{
|
||||
_isRunCompleteDialogShown = true;
|
||||
OpenRunCompleteDialog();
|
||||
}
|
||||
}
|
||||
|
||||
private void CloseHubUI()
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
|
||||
}
|
||||
|
||||
private void LogNextNode()
|
||||
{
|
||||
RunNodeState nextNode = _currentRunState?.CurrentNode;
|
||||
if (nextNode == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info(
|
||||
"ProcedureMain advanced run. RunId={0}, NextNodeType={1}, SequenceIndex={2}, LevelId={3}.",
|
||||
_currentRunState.RunId,
|
||||
nextNode.NodeType,
|
||||
nextNode.SequenceIndex,
|
||||
nextNode.LinkedLevelId);
|
||||
}
|
||||
|
||||
private void OpenRunCompleteDialog()
|
||||
{
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
|
||||
{
|
||||
Mode = 1,
|
||||
Title = "Run Complete",
|
||||
Message = "Boss node completed. This run is finished and will return to the main menu.",
|
||||
PauseGame = false,
|
||||
ConfirmText = "Return to Menu",
|
||||
OnClickConfirm = OnRunCompleteDialogConfirmed
|
||||
});
|
||||
}
|
||||
|
||||
private void OpenRemovedParticipantTowerDialog(ProcedureMainParticipantTowerCleanupResult cleanupResult)
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
|
||||
GameEntry.UIRouter.OpenUI(
|
||||
UIFormType.DialogForm,
|
||||
ProcedureMainParticipantTowerCleanupService.BuildRemovedTowerDialogRawData(cleanupResult));
|
||||
}
|
||||
|
||||
private void OnRunCompleteDialogConfirmed(object userData)
|
||||
{
|
||||
_ = userData;
|
||||
|
||||
ProcedureMainRunCompletionResult result = ProcedureMainRunCompletionService.TryConfirmReturnToMenu(
|
||||
_flowPhase,
|
||||
_isReturnToMenuPending);
|
||||
if (result != ProcedureMainRunCompletionResult.ReturnToMenu)
|
||||
{
|
||||
Log.Warning(
|
||||
"ProcedureMain ignored run completion confirm. FlowPhase={0}, ReturnPending={1}.",
|
||||
_flowPhase,
|
||||
_isReturnToMenuPending);
|
||||
return;
|
||||
}
|
||||
|
||||
_isReturnToMenuPending = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public sealed class ProcedureMainCombatEntryValidationResult
|
||||
{
|
||||
public bool CanEnterCombat => BlockReason == ProcedureMainCombatEntryBlockReason.None;
|
||||
|
||||
public ProcedureMainCombatEntryBlockReason BlockReason { get; set; }
|
||||
|
||||
public CombatParticipantTowerValidationSummary ValidationSummary { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
using System.Text;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.UI;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class ProcedureMainCombatEntryValidationService
|
||||
{
|
||||
public static ProcedureMainCombatEntryValidationResult Validate(BackpackInventoryData inventory)
|
||||
{
|
||||
if (inventory == null)
|
||||
{
|
||||
return new ProcedureMainCombatEntryValidationResult
|
||||
{
|
||||
BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
|
||||
ValidationSummary = new CombatParticipantTowerValidationSummary()
|
||||
};
|
||||
}
|
||||
|
||||
CombatParticipantTowerValidationSummary summary =
|
||||
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
|
||||
|
||||
return new ProcedureMainCombatEntryValidationResult
|
||||
{
|
||||
BlockReason = summary.HasAnyValidParticipantTower
|
||||
? ProcedureMainCombatEntryBlockReason.None
|
||||
: ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
|
||||
ValidationSummary = summary
|
||||
};
|
||||
}
|
||||
|
||||
public static string BuildInvalidParticipantTowerLog(
|
||||
CombatParticipantTowerValidationSummary summary)
|
||||
{
|
||||
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
for (int i = 0; i < summary.InvalidResults.Count; i++)
|
||||
{
|
||||
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
|
||||
if (result == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (builder.Length > 0)
|
||||
{
|
||||
builder.Append(", ");
|
||||
}
|
||||
|
||||
builder.Append('#');
|
||||
builder.Append(result.TowerInstanceId);
|
||||
builder.Append(':');
|
||||
builder.Append(result.FailureReason);
|
||||
}
|
||||
|
||||
return builder.Length > 0 ? builder.ToString() : "none";
|
||||
}
|
||||
|
||||
public static DialogFormRawData BuildBlockedCombatDialogRawData(
|
||||
ProcedureMainCombatEntryValidationResult validationResult)
|
||||
{
|
||||
return new DialogFormRawData
|
||||
{
|
||||
Mode = 1,
|
||||
Title = "无法进入战斗",
|
||||
Message = BuildBlockedCombatDialogMessage(validationResult),
|
||||
PauseGame = false,
|
||||
ConfirmText = "知道了"
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildBlockedCombatDialogMessage(
|
||||
ProcedureMainCombatEntryValidationResult validationResult)
|
||||
{
|
||||
if (validationResult == null)
|
||||
{
|
||||
return "当前无法确认出战信息,请稍后重试。";
|
||||
}
|
||||
|
||||
switch (validationResult.BlockReason)
|
||||
{
|
||||
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
|
||||
return "当前无法读取库存快照,暂时不能进入战斗。请重新进入本轮流程后再试。";
|
||||
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
|
||||
return BuildNoValidParticipantTowerMessage(validationResult.ValidationSummary);
|
||||
default:
|
||||
return "当前出战校验未通过,暂时不能进入战斗。";
|
||||
}
|
||||
}
|
||||
|
||||
private static string BuildNoValidParticipantTowerMessage(
|
||||
CombatParticipantTowerValidationSummary summary)
|
||||
{
|
||||
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
|
||||
{
|
||||
return "参战区至少需要 1 座完整装配了枪口、轴承、底座的塔,才能进入战斗。";
|
||||
}
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.Append("参战区没有可出战的完整塔。");
|
||||
for (int i = 0; i < summary.InvalidResults.Count; i++)
|
||||
{
|
||||
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
|
||||
if (result == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
builder.Append('\n');
|
||||
builder.Append("塔 #");
|
||||
builder.Append(result.TowerInstanceId);
|
||||
builder.Append(' ');
|
||||
builder.Append(CombatParticipantTowerValidationText.GetFailureReasonMessage(result.FailureReason));
|
||||
}
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class ProcedureMainNodeEventGuardService
|
||||
{
|
||||
public static bool MatchesCurrentNode(
|
||||
RunState runState,
|
||||
int nodeId,
|
||||
RunNodeType nodeType,
|
||||
int sequenceIndex)
|
||||
{
|
||||
RunNodeState currentNode = runState?.CurrentNode;
|
||||
if (currentNode == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return (nodeId <= 0 || nodeId == currentNode.NodeId) &&
|
||||
(nodeType == RunNodeType.None || nodeType == currentNode.NodeType) &&
|
||||
(sequenceIndex < 0 || sequenceIndex == currentNode.SequenceIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.UI;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public sealed class ProcedureMainParticipantTowerCleanupResult
|
||||
{
|
||||
public List<CombatParticipantTowerValidationResult> RemovedResults { get; } = new();
|
||||
|
||||
public bool HasAnyRemovedTower => RemovedResults.Count > 0;
|
||||
}
|
||||
|
||||
public static class ProcedureMainParticipantTowerCleanupService
|
||||
{
|
||||
public static ProcedureMainParticipantTowerCleanupResult RemoveBrokenParticipantTowers(
|
||||
BackpackInventoryData inventory,
|
||||
int maxParticipantCount)
|
||||
{
|
||||
ProcedureMainParticipantTowerCleanupResult result = new ProcedureMainParticipantTowerCleanupResult();
|
||||
if (inventory == null)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
CombatParticipantTowerValidationSummary summary =
|
||||
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
|
||||
if (summary.InvalidResults == null || summary.InvalidResults.Count <= 0)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
HashSet<long> removedTowerIds = new HashSet<long>();
|
||||
for (int i = 0; i < summary.InvalidResults.Count; i++)
|
||||
{
|
||||
CombatParticipantTowerValidationResult invalidResult = summary.InvalidResults[i];
|
||||
if (invalidResult == null ||
|
||||
invalidResult.TowerInstanceId <= 0 ||
|
||||
!IsBrokenFailureReason(invalidResult.FailureReason) ||
|
||||
!removedTowerIds.Add(invalidResult.TowerInstanceId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (InventoryParticipantUtility.TryRemoveParticipantTower(
|
||||
inventory,
|
||||
invalidResult.TowerInstanceId,
|
||||
maxParticipantCount))
|
||||
{
|
||||
result.RemovedResults.Add(invalidResult);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static DialogFormRawData BuildRemovedTowerDialogRawData(
|
||||
ProcedureMainParticipantTowerCleanupResult cleanupResult)
|
||||
{
|
||||
return new DialogFormRawData
|
||||
{
|
||||
Mode = 1,
|
||||
Title = "出战塔已损坏",
|
||||
Message = BuildRemovedTowerDialogMessage(cleanupResult),
|
||||
PauseGame = false,
|
||||
ConfirmText = "知道了"
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildRemovedTowerDialogMessage(
|
||||
ProcedureMainParticipantTowerCleanupResult cleanupResult)
|
||||
{
|
||||
if (cleanupResult == null || !cleanupResult.HasAnyRemovedTower)
|
||||
{
|
||||
return "当前没有需要移出参战区的损坏防御塔。";
|
||||
}
|
||||
|
||||
System.Text.StringBuilder builder = new System.Text.StringBuilder();
|
||||
builder.Append("以下防御塔已损坏,已自动移出参战区:");
|
||||
for (int i = 0; i < cleanupResult.RemovedResults.Count; i++)
|
||||
{
|
||||
CombatParticipantTowerValidationResult removedResult = cleanupResult.RemovedResults[i];
|
||||
if (removedResult == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
builder.Append('\n');
|
||||
builder.Append("塔 #");
|
||||
builder.Append(removedResult.TowerInstanceId);
|
||||
builder.Append(' ');
|
||||
builder.Append(CombatParticipantTowerValidationText.GetFailureReasonMessage(removedResult.FailureReason));
|
||||
}
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
|
||||
private static bool IsBrokenFailureReason(CombatParticipantTowerValidationFailureReason failureReason)
|
||||
{
|
||||
return failureReason == CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent ||
|
||||
failureReason == CombatParticipantTowerValidationFailureReason.BrokenBearingComponent ||
|
||||
failureReason == CombatParticipantTowerValidationFailureReason.BrokenBaseComponent;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class ProcedureMainRunCompletionService
|
||||
{
|
||||
public static ProcedureMainRunCompletionResult TryEnterCompletedPendingFinish(bool isCompletionDialogShown)
|
||||
{
|
||||
return isCompletionDialogShown
|
||||
? ProcedureMainRunCompletionResult.NoChange
|
||||
: ProcedureMainRunCompletionResult.ShowCompletionDialog;
|
||||
}
|
||||
|
||||
public static ProcedureMainRunCompletionResult TryConfirmReturnToMenu(
|
||||
ProcedureMainFlowPhase flowPhase,
|
||||
bool isReturnToMenuPending)
|
||||
{
|
||||
if (flowPhase != ProcedureMainFlowPhase.RunCompletedPendingFinish || isReturnToMenuPending)
|
||||
{
|
||||
return ProcedureMainRunCompletionResult.NoChange;
|
||||
}
|
||||
|
||||
return ProcedureMainRunCompletionResult.ReturnToMenu;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class ProcedureMainRunFlowService
|
||||
{
|
||||
public static ProcedureMainRunAdvanceResult TryAdvanceRun(
|
||||
RunState runState,
|
||||
RunNodeCompletionStatus completionStatus,
|
||||
RunNodeCompletionSnapshot completionSnapshot)
|
||||
{
|
||||
if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, completionStatus, completionSnapshot))
|
||||
{
|
||||
return ProcedureMainRunAdvanceResult.NoChange;
|
||||
}
|
||||
|
||||
if (runState != null && runState.IsCompleted)
|
||||
{
|
||||
return ProcedureMainRunAdvanceResult.RunCompleted;
|
||||
}
|
||||
|
||||
return completionStatus == RunNodeCompletionStatus.Exception
|
||||
? ProcedureMainRunAdvanceResult.NodeException
|
||||
: ProcedureMainRunAdvanceResult.AdvancedToNextNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,355 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Factory;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public enum RunNodeType
|
||||
{
|
||||
None = 0,
|
||||
Combat = 1,
|
||||
Event = 2,
|
||||
Shop = 3,
|
||||
BossCombat = 4
|
||||
}
|
||||
|
||||
public enum RunNodeStatus
|
||||
{
|
||||
Locked = 0,
|
||||
Available = 1,
|
||||
Completed = 2,
|
||||
Exception = 3,
|
||||
Skipped = 4
|
||||
}
|
||||
|
||||
public enum RunNodeCompletionStatus
|
||||
{
|
||||
None = 0,
|
||||
Completed = 1,
|
||||
Exception = 2
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunNodeSeed
|
||||
{
|
||||
public int NodeId { get; set; }
|
||||
public RunNodeType NodeType { get; set; }
|
||||
public LevelThemeType ThemeType { get; set; }
|
||||
public int LinkedLevelId { get; set; }
|
||||
public int SequenceIndex { get; set; } = -1;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunNodeState
|
||||
{
|
||||
public int NodeId { get; internal set; }
|
||||
public RunNodeType NodeType { get; internal set; }
|
||||
public LevelThemeType ThemeType { get; internal set; }
|
||||
public int LinkedLevelId { get; internal set; }
|
||||
public RunNodeStatus Status { get; internal set; }
|
||||
public int SequenceIndex { get; internal set; }
|
||||
|
||||
internal RunNodeState Clone()
|
||||
{
|
||||
return new RunNodeState
|
||||
{
|
||||
NodeId = NodeId,
|
||||
NodeType = NodeType,
|
||||
ThemeType = ThemeType,
|
||||
LinkedLevelId = LinkedLevelId,
|
||||
Status = Status,
|
||||
SequenceIndex = SequenceIndex
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunItemState
|
||||
{
|
||||
public int ItemId { get; set; }
|
||||
public int StackCount { get; set; }
|
||||
|
||||
internal RunItemState Clone()
|
||||
{
|
||||
return new RunItemState
|
||||
{
|
||||
ItemId = ItemId,
|
||||
StackCount = StackCount
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunNodeExecutionContext
|
||||
{
|
||||
public string RunId { get; set; }
|
||||
public int RunSeed { get; set; }
|
||||
public int NodeId { get; set; }
|
||||
public RunNodeType NodeType { get; set; }
|
||||
public int SequenceIndex { get; set; }
|
||||
public LevelThemeType ThemeType { get; set; }
|
||||
public int ThemeStageIndex { get; set; }
|
||||
public List<LevelThemeType> CurrentThemePool { get; set; } = new List<LevelThemeType>();
|
||||
public List<LevelThemeType> ThemeHistory { get; set; } = new List<LevelThemeType>();
|
||||
public int CurrentNodeContinueChallengeLayer { get; set; }
|
||||
public List<RunItemState> RunItems { get; set; } = new List<RunItemState>();
|
||||
|
||||
internal RunNodeExecutionContext Clone()
|
||||
{
|
||||
return new RunNodeExecutionContext
|
||||
{
|
||||
RunId = RunId,
|
||||
RunSeed = RunSeed,
|
||||
NodeId = NodeId,
|
||||
NodeType = NodeType,
|
||||
SequenceIndex = SequenceIndex,
|
||||
ThemeType = ThemeType,
|
||||
ThemeStageIndex = ThemeStageIndex,
|
||||
CurrentThemePool = RunStateCloneUtility.CloneThemeList(CurrentThemePool),
|
||||
ThemeHistory = RunStateCloneUtility.CloneThemeList(ThemeHistory),
|
||||
CurrentNodeContinueChallengeLayer = CurrentNodeContinueChallengeLayer,
|
||||
RunItems = RunStateCloneUtility.CloneRunItems(RunItems)
|
||||
};
|
||||
}
|
||||
|
||||
public RunNodeCompletionSnapshot CreateCompletionSnapshot(BackpackInventoryData inventorySnapshot)
|
||||
{
|
||||
return new RunNodeCompletionSnapshot
|
||||
{
|
||||
InventorySnapshot = InventoryCloneUtility.CloneInventory(inventorySnapshot),
|
||||
ThemeType = ThemeType,
|
||||
ThemeStageIndex = ThemeStageIndex,
|
||||
CurrentThemePool = RunStateCloneUtility.CloneThemeList(CurrentThemePool),
|
||||
ThemeHistory = RunStateCloneUtility.CloneThemeList(ThemeHistory),
|
||||
CurrentNodeContinueChallengeLayer = CurrentNodeContinueChallengeLayer,
|
||||
RunItems = RunStateCloneUtility.CloneRunItems(RunItems)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunNodeCompletionSnapshot
|
||||
{
|
||||
public BackpackInventoryData InventorySnapshot { get; set; }
|
||||
public LevelThemeType ThemeType { get; set; }
|
||||
public int ThemeStageIndex { get; set; }
|
||||
public List<LevelThemeType> CurrentThemePool { get; set; } = new List<LevelThemeType>();
|
||||
public List<LevelThemeType> ThemeHistory { get; set; } = new List<LevelThemeType>();
|
||||
public int CurrentNodeContinueChallengeLayer { get; set; }
|
||||
public List<RunItemState> RunItems { get; set; } = new List<RunItemState>();
|
||||
|
||||
internal RunNodeCompletionSnapshot Clone()
|
||||
{
|
||||
return new RunNodeCompletionSnapshot
|
||||
{
|
||||
InventorySnapshot = InventoryCloneUtility.CloneInventory(InventorySnapshot),
|
||||
ThemeType = ThemeType,
|
||||
ThemeStageIndex = ThemeStageIndex,
|
||||
CurrentThemePool = RunStateCloneUtility.CloneThemeList(CurrentThemePool),
|
||||
ThemeHistory = RunStateCloneUtility.CloneThemeList(ThemeHistory),
|
||||
CurrentNodeContinueChallengeLayer = CurrentNodeContinueChallengeLayer,
|
||||
RunItems = RunStateCloneUtility.CloneRunItems(RunItems)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RunState
|
||||
{
|
||||
private readonly List<RunNodeState> _nodes;
|
||||
|
||||
internal RunState(
|
||||
string runId,
|
||||
int runSeed,
|
||||
LevelThemeType themeType,
|
||||
List<RunNodeState> nodes,
|
||||
BackpackInventoryData runInventorySnapshot)
|
||||
{
|
||||
RunId = string.IsNullOrWhiteSpace(runId) ? Guid.NewGuid().ToString("N") : runId;
|
||||
RunSeed = runSeed == 0 ? RunStateFactory.CreateRunSeed() : runSeed;
|
||||
ThemeType = themeType;
|
||||
_nodes = nodes ?? new List<RunNodeState>();
|
||||
RunInventorySnapshot = InventoryCloneUtility.CloneInventory(runInventorySnapshot);
|
||||
ThemeStageIndex = 0;
|
||||
CurrentThemePool = CreateDefaultThemeList(themeType);
|
||||
ThemeHistory = CreateDefaultThemeList(themeType);
|
||||
CurrentNodeContinueChallengeLayer = 0;
|
||||
RunItems = new List<RunItemState>();
|
||||
CurrentNodeIndex = _nodes.Count > 0 ? 0 : -1;
|
||||
IsCompleted = _nodes.Count <= 0;
|
||||
}
|
||||
|
||||
public string RunId { get; internal set; }
|
||||
|
||||
public int RunSeed { get; internal set; }
|
||||
|
||||
public LevelThemeType ThemeType { get; internal set; }
|
||||
|
||||
public int CurrentNodeIndex { get; internal set; }
|
||||
|
||||
public bool IsCompleted { get; internal set; }
|
||||
|
||||
public BackpackInventoryData RunInventorySnapshot { get; internal set; }
|
||||
|
||||
public int ThemeStageIndex { get; internal set; }
|
||||
|
||||
public List<LevelThemeType> CurrentThemePool { get; internal set; }
|
||||
|
||||
public List<LevelThemeType> ThemeHistory { get; internal set; }
|
||||
|
||||
public int CurrentNodeContinueChallengeLayer { get; internal set; }
|
||||
|
||||
public List<RunItemState> RunItems { get; internal set; }
|
||||
|
||||
public IReadOnlyList<RunNodeState> Nodes => _nodes;
|
||||
|
||||
public int NodeCount => _nodes.Count;
|
||||
|
||||
public RunNodeState CurrentNode
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentNodeIndex < 0 || CurrentNodeIndex >= _nodes.Count)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return _nodes[CurrentNodeIndex];
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanEnterCurrentNode => !IsCompleted && CurrentNode != null && CurrentNode.Status == RunNodeStatus.Available;
|
||||
|
||||
public RunNodeState GetNodeBySequenceIndex(int sequenceIndex)
|
||||
{
|
||||
if (sequenceIndex < 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
foreach (RunNodeState nodeState in _nodes)
|
||||
{
|
||||
if (nodeState.SequenceIndex == sequenceIndex)
|
||||
{
|
||||
return nodeState;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static bool IsBossNode(RunNodeState nodeState)
|
||||
{
|
||||
return nodeState != null && nodeState.NodeType == RunNodeType.BossCombat;
|
||||
}
|
||||
|
||||
public int CompletedNodeCount
|
||||
{
|
||||
get
|
||||
{
|
||||
int count = 0;
|
||||
foreach (var nodeState in _nodes)
|
||||
{
|
||||
if (nodeState.Status == RunNodeStatus.Completed)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
internal void ReplaceInventorySnapshot(BackpackInventoryData inventorySnapshot)
|
||||
{
|
||||
RunInventorySnapshot = InventoryCloneUtility.CloneInventory(inventorySnapshot);
|
||||
}
|
||||
|
||||
public RunNodeExecutionContext CreateCurrentNodeContext()
|
||||
{
|
||||
RunNodeState currentNode = CurrentNode;
|
||||
if (currentNode == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new RunNodeExecutionContext
|
||||
{
|
||||
RunId = RunId,
|
||||
RunSeed = RunSeed,
|
||||
NodeId = currentNode.NodeId,
|
||||
NodeType = currentNode.NodeType,
|
||||
SequenceIndex = currentNode.SequenceIndex,
|
||||
ThemeType = ThemeType,
|
||||
ThemeStageIndex = ThemeStageIndex,
|
||||
CurrentThemePool = RunStateCloneUtility.CloneThemeList(CurrentThemePool),
|
||||
ThemeHistory = RunStateCloneUtility.CloneThemeList(ThemeHistory),
|
||||
CurrentNodeContinueChallengeLayer = CurrentNodeContinueChallengeLayer,
|
||||
RunItems = RunStateCloneUtility.CloneRunItems(RunItems)
|
||||
};
|
||||
}
|
||||
|
||||
public void ApplyCompletionSnapshot(RunNodeCompletionSnapshot completionSnapshot)
|
||||
{
|
||||
RunInventorySnapshot = InventoryCloneUtility.CloneInventory(completionSnapshot.InventorySnapshot);
|
||||
ThemeType = completionSnapshot.ThemeType;
|
||||
ThemeStageIndex = completionSnapshot.ThemeStageIndex;
|
||||
CurrentThemePool = RunStateCloneUtility.CloneThemeList(completionSnapshot.CurrentThemePool);
|
||||
ThemeHistory = RunStateCloneUtility.CloneThemeList(completionSnapshot.ThemeHistory);
|
||||
CurrentNodeContinueChallengeLayer = completionSnapshot.CurrentNodeContinueChallengeLayer;
|
||||
RunItems = RunStateCloneUtility.CloneRunItems(completionSnapshot.RunItems);
|
||||
}
|
||||
|
||||
private static List<LevelThemeType> CreateDefaultThemeList(LevelThemeType themeType)
|
||||
{
|
||||
List<LevelThemeType> themes = new List<LevelThemeType>();
|
||||
if (themeType != LevelThemeType.None)
|
||||
{
|
||||
themes.Add(themeType);
|
||||
}
|
||||
|
||||
return themes;
|
||||
}
|
||||
}
|
||||
|
||||
internal static class RunStateCloneUtility
|
||||
{
|
||||
internal static List<LevelThemeType> CloneThemeList(IReadOnlyList<LevelThemeType> source)
|
||||
{
|
||||
List<LevelThemeType> cloned = new List<LevelThemeType>();
|
||||
if (source == null)
|
||||
{
|
||||
return cloned;
|
||||
}
|
||||
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
cloned.Add(source[i]);
|
||||
}
|
||||
|
||||
return cloned;
|
||||
}
|
||||
|
||||
internal static List<RunItemState> CloneRunItems(IReadOnlyList<RunItemState> source)
|
||||
{
|
||||
List<RunItemState> cloned = new List<RunItemState>();
|
||||
if (source == null)
|
||||
{
|
||||
return cloned;
|
||||
}
|
||||
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
RunItemState item = source[i];
|
||||
if (item != null)
|
||||
{
|
||||
cloned.Add(item.Clone());
|
||||
}
|
||||
}
|
||||
|
||||
return cloned;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public static class RunStateAdvanceService
|
||||
{
|
||||
public static bool TryCompleteCurrentNode(
|
||||
RunState runState,
|
||||
RunNodeCompletionStatus completionStatus,
|
||||
RunNodeCompletionSnapshot completionSnapshot)
|
||||
{
|
||||
if (runState == null || runState.IsCompleted)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
RunNodeState currentNode = runState.CurrentNode;
|
||||
if (currentNode == null || currentNode.Status != RunNodeStatus.Available)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
runState.ApplyCompletionSnapshot(completionSnapshot);
|
||||
|
||||
if (completionStatus == RunNodeCompletionStatus.Exception)
|
||||
{
|
||||
currentNode.Status = RunNodeStatus.Exception;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (completionStatus != RunNodeCompletionStatus.Completed)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
currentNode.Status = RunNodeStatus.Completed;
|
||||
|
||||
int nextIndex = runState.CurrentNodeIndex + 1;
|
||||
if (nextIndex >= runState.Nodes.Count)
|
||||
{
|
||||
runState.CurrentNodeContinueChallengeLayer = 0;
|
||||
runState.CurrentNodeIndex = runState.Nodes.Count;
|
||||
runState.IsCompleted = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
runState.CurrentNodeIndex = nextIndex;
|
||||
runState.CurrentNodeContinueChallengeLayer = 0;
|
||||
RunNodeState nextNode = runState.CurrentNode;
|
||||
if (nextNode != null && nextNode.Status == RunNodeStatus.Locked)
|
||||
{
|
||||
nextNode.Status = RunNodeStatus.Available;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
using GameFramework.Fsm;
|
||||
using GameFramework.Procedure;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public class ProcedureMenu : ProcedureBase
|
||||
{
|
||||
public override bool UseNativeDialog => false;
|
||||
|
||||
public bool GameStart { get; set; }
|
||||
|
||||
private MenuFormUseCase _menuFormUseCase;
|
||||
|
||||
#region FSM
|
||||
|
||||
protected override void OnInit(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnInit(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
GameStart = false;
|
||||
|
||||
_menuFormUseCase = new MenuFormUseCase();
|
||||
GameEntry.UIRouter.BindUIUseCase(UIFormType.MenuForm, _menuFormUseCase);
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.MenuForm);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||
float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
||||
if (GameStart)
|
||||
{
|
||||
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneType.Main);
|
||||
ChangeState<ProcedureChangeScene>(procedureOwner);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.MenuForm);
|
||||
_menuFormUseCase = null;
|
||||
|
||||
base.OnLeave(procedureOwner, isShutdown);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
using GameFramework.Fsm;
|
||||
using GameFramework.Procedure;
|
||||
|
||||
namespace GeometryTD.Procedure
|
||||
{
|
||||
public class ProcedureTest : ProcedureBase
|
||||
{
|
||||
public override bool UseNativeDialog => false;
|
||||
|
||||
#region FSM
|
||||
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||
float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
}
|
||||
|
||||
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
{
|
||||
base.OnLeave(procedureOwner, isShutdown);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user