初始化仓库
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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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using GameFramework.Resource;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace Procedure
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{
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public class ProcedureSplash : ProcedureBase
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{
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public override bool UseNativeDialog => true;
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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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// TODO: 这里可以播放一个 Splash 动画
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// ...
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if (GameEntry.Base.EditorResourceMode)
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{
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// 编辑器模式
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Log.Info("Editor resource mode detected.");
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ChangeState<ProcedurePreload>(procedureOwner);
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}
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else if (GameEntry.Resource.ResourceMode == ResourceMode.Package)
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{
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// 单机模式
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Log.Info("Package resource mode detected.");
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ChangeState<ProcedureInitResources>(procedureOwner);
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}
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else
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{
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// 可更新模式
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Log.Info("Updatable resource mode detected.");
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ChangeState<ProcedureCheckVersion>(procedureOwner);
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}
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}
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}
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}
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