2025-05-23 18:26:47 +08:00
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Assertions;
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using YooAsset;
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namespace Stary.Evo
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{
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public class ResUpdateLocalState : AbstractFSMIState
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{
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public ResUpdateLocalState(IFsmSystem system) : base(system)
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{
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}
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2025-07-02 10:05:26 +08:00
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public override async UniTask OnEnterAsync()
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{
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//初始化读取资源配置表
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var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
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//更新失败
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Debug.Log($"UnityEvo:切换为加载本地缓存资源...");
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2025-05-30 14:50:46 +08:00
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string packageVersion = "";
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if (package.PackageName.Equals("Main"))
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{
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var operation = package.RequestPackageVersionAsync();
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await operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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packageVersion = operation.PackageVersion;
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Debug.Log($"Unity:【Main】Request package Version : {packageVersion}");
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}
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else
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{
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//更新失败
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Debug.LogError("Unity:【Main】" + operation.Error);
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}
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}
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else
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{
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// 获取上次成功记录的版本
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packageVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION", string.Empty);
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if (string.IsNullOrEmpty(packageVersion))
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{
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Debug.Log($"UnityEvo:没有找到本地版本记录,需要更新资源!");
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return;
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}
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}
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2025-05-23 18:26:47 +08:00
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Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
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Debug.Log($"UnityEvo:开始加载本地资源...");
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// Assert.AreEqual(EOperationStatus.Succeed, requetVersionOp.Status);
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// 加载本地缓存的资源清单文件
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var updateManifestOp = package.UpdatePackageManifestAsync(packageVersion);
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await updateManifestOp;
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if (updateManifestOp.Status == EOperationStatus.Succeed)
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{
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//更新成功
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Debug.Log($"UnityEvo:更新本地资源清单 updateManifest : 【成功】");
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}
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else
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{
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//更新失败
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Debug.LogError($"UnityEvo:加载本地资源清单文件失败,需要更新资源!: 【{updateManifestOp.Error}】");
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return;
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}
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Assert.AreEqual(EOperationStatus.Succeed, updateManifestOp.Status);
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//4.下载补丁包
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await Download();
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//加载热更配置文件
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var loadHotfixSettingsOp = package.LoadAssetAsync<DomainConfig>("Config_DomainConfig");
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await loadHotfixSettingsOp;
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DomainConfig domainConfig = null;
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if (loadHotfixSettingsOp.Status == EOperationStatus.Succeed)
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{
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//更新成功
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Debug.Log($"UnityEvo:加载热更配置文件 DomainConfig : 【成功】");
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domainConfig = loadHotfixSettingsOp.AssetObject as DomainConfig;
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}
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else
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{
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Debug.LogError($"UnityEvo:加载热更配置文件 DomainConfig : 【失败】");
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}
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if (domainConfig == null)
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{
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Debug.LogError($"UnityEvo:【{package.PackageName}】加载DomainConfig为空,无法继续执行后续流程,请检查!!!");
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}
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FsmSystem.SetCurState(nameof(HotFixState), domainConfig);
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}
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public override UniTask OnEnterAsync<T>(T param)
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{
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return UniTask.CompletedTask;
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}
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public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
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{
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return UniTask.CompletedTask;
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}
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public override void OnUpdate()
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{
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base.OnUpdate();
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}
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public override UniTask OnExitAsync()
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{
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return UniTask.CompletedTask;
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}
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#region 下载热更资源
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public async UniTask Download()
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{
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int downloadingMaxNum = 1;
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int failedTryAgain = 1;
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var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
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var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
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// 在正常开始游戏之前,还需要验证本地清单内容的完整性。
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if (downloader.TotalDownloadCount > 0)
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{
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Debug.Log("UnityEvo:资源内容本地并不完整,需要更新资源!");
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return;
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}
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}
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#endregion
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}
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}
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