Files
plugin-library/Assets/00.StaryEvoTools/Runtime/HybridLoad/ArtLoad/ArtResUpdateLocalState.cs

147 lines
4.8 KiB
C#
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2025-10-31 11:18:23 +08:00
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Assertions;
using YooAsset;
namespace Stary.Evo
{
public class ArtResUpdateLocalState : AbstractFSMIStateAsync
{
public ArtResUpdateLocalState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
{
//初始化读取资源配置表
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
//更新失败
Debug.Log($"UnityEvo:切换为加载本地缓存资源...");
string packageVersion = "";
// if (package.PackageName.Equals("Main"))
// {
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// //更新成功
// packageVersion = operation.PackageVersion;
// Debug.Log($"Unity:【Main】Request package Version : {packageVersion}");
// }
// else
// {
// //更新失败
// Debug.LogError("Unity:【Main】" + operation.Error);
// }
// }
//else
{
// 获取上次成功记录的版本
packageVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
Debug.Log($"UnityEvo:没有找到本地版本记录,需要更新资源!");
return;
}
}
Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
Debug.Log($"UnityEvo:开始加载本地资源...");
// Assert.AreEqual(EOperationStatus.Succeed, requetVersionOp.Status);
// 加载本地缓存的资源清单文件
var updateManifestOp = package.UpdatePackageManifestAsync(packageVersion);
await updateManifestOp;
if (updateManifestOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:更新本地资源清单 updateManifest : 【成功】");
}
else
{
//更新失败
Debug.LogError($"UnityEvo:加载本地资源清单文件失败,需要更新资源!: 【{updateManifestOp.Error}】");
return;
}
Assert.AreEqual(EOperationStatus.Succeed, updateManifestOp.Status);
//4.检测补丁包
await Download();
//加载热更配置文件
var loadArtSceneDataOp = package.LoadAssetAsync<ArtSceneData>("Config_ArtSceneData");
await loadArtSceneDataOp;
ArtSceneData artSceneData = null;
if (loadArtSceneDataOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:加载热更配置文件 ArtSceneData : 【成功】");
artSceneData = loadArtSceneDataOp.AssetObject as ArtSceneData;
}
else
{
Debug.LogError($"UnityEvo:加载热更配置文件 ArtSceneData : 【失败】");
}
if (artSceneData == null)
{
Debug.LogError($"UnityEvo:【{package.PackageName}】加载ArtSceneData为空无法继续执行后续流程请检查");
}
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override void OnUpdate()
{
base.OnUpdate();
}
public override async UniTask OnExitAsync()
{
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(AppConfig.PackageDomainName);
AppConfig.PackageDomainName = "";
}
#region
public async UniTask Download()
{
int downloadingMaxNum = 1;
int failedTryAgain = 1;
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
// 在正常开始游戏之前,还需要验证本地清单内容的完整性。
if (downloader.TotalDownloadCount > 0)
{
Debug.Log("UnityEvo:资源内容本地并不完整,需要更新资源!");
return;
}
}
#endregion
}
}