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plugin-library/Assets/00.StaryEvoTools/Runtime/HybridLoad/Fsm/LoadResState.cs

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using System;
using Cysharp.Threading.Tasks;
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#if Immersal
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using Immersal.AR;
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#endif
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using Stary.Evo;
using Stary.Evo.InformationSave;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace Stary.Evo
{
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public class LoadResState : AbstractFSMIStateAsync
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{
private DomainConfig.LoadResType loadResType;
public GameObject mainPrefab;
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private DomainConfig domainConfig;
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private string _sceneName;
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public LoadResState(IFsmSystemAsync system) : base(system)
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{
}
public override UniTask OnEnterAsync()
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override async UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
Debug.Log("加载资源...");
domainConfig = param1 as DomainConfig;
loadResType = domainConfig.loadResType;
Type type = param2 as Type;
var package = YooAssets.GetPackage(domainConfig.domain);
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switch (loadResType)
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{
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case DomainConfig.LoadResType.Prefab:
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await LoadDomainPrefab(package);
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break;
case DomainConfig.LoadResType.Scene:
var sceneMode = domainConfig.loadSceneMode;
var physicsMode = LocalPhysicsMode.None;
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SceneHandle handle = package.LoadSceneAsync(domainConfig.sceneIdentifier, sceneMode, physicsMode);
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await handle;
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Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
// targetScene.name = domainConfig.mainScene;
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// 设置为 active scene 或者后续 Move 到该 scene
SceneManager.SetActiveScene(targetScene);
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_sceneName = targetScene.name;
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mainPrefab = GameObject.Find(domainConfig.mainPrefab);
if (mainPrefab == null)
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{
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await LoadDomainPrefab(package);
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}
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break;
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}
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if (domainConfig.domain != "Main")
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{
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LocalTransformInfo info = mainPrefab.GetOrAddComponent<LocalTransformInfo>();
FsmLoadSystem fsmLoadSystem = FsmSystem as FsmLoadSystem;
if (info._list.Count >= 2)
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{
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if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.PointCloud)
{
info.Switch(1);
}
else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.VIOICE)
{
info.Switch(0);
}
else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.ImageTracked)
{
info.transform.position = fsmLoadSystem.GetTransformCtor().position;
info.transform.rotation = Quaternion.Euler(fsmLoadSystem.GetTransformCtor().rotation);
info.transform.localScale = fsmLoadSystem.GetTransformCtor().scale;
}
else
{
info.Switch(0);
}
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}
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else
{
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Debug.LogError($"UnityEvo:{mainPrefab.name}的TransformInfo长度小于2无法继续运行请排查");
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}
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}
if (mainPrefab != null)
{
DomainBase hotfixInstance = mainPrefab.GetComponent(type) as DomainBase;
if (hotfixInstance == null)
{
hotfixInstance = mainPrefab.AddComponent(type) as DomainBase;
}
hotfixInstance.DomainName = domainConfig.domain;
if (hotfixInstance == null)
{
Debug.LogError($"热更类{type.Name}实例创建失败必须继承MonoBehaviour");
return;
}
// 原有调用逻辑修改为使用实例
hotfixInstance.OnEnter("");
hotfixInstance.OnEnterAsync("");
}
}
public override void OnUpdate()
{
base.OnUpdate();
}
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private async UniTask LoadDomainPrefab(ResourcePackage package)
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{
// 加载热更资源
var loadOperation = package.LoadAssetAsync<GameObject>(domainConfig.mainPrefab);
await loadOperation;
if (loadOperation.Status == EOperationStatus.Succeed)
{
#if Immersal
ARSpace arSpace = GameObject.FindObjectOfType<ARSpace>();
if (arSpace != null)
{
Debug.Log("UnityEvo:找到ARSpace开始加载点云运行环境...");
mainPrefab = loadOperation.InstantiateSync(arSpace.transform);
} else
{
Debug.Log("UnityEvo:未找到ARSpace开始加载普通运行环境通过语音唤醒...");
mainPrefab = loadOperation.InstantiateSync();
}
#elif NotPointClond
mainPrefab = loadOperation.InstantiateSync();
#endif
if (domainConfig.domain == "Main")
AppConfig.SetDefaultMainInstance(mainPrefab);
}
}
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public override async UniTask OnExitAsync()
{
Debug.Log("UnityEvo:Domain退出...");
if (domainConfig.domain != "Main")
{
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DomainBase domainBase = mainPrefab.GetOrAddComponent<DomainBase>();
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if (domainBase == null)
{
Debug.LogError($"UnityEvo:{mainPrefab.name}的DomainBase为空无法退出请排查");
}
else
{
domainBase.OnExit();
await domainBase.OnExitAsync();
}
if (domainBase != null)
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{
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GameObject.Destroy(domainBase.gameObject);
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await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainName);
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}
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if (loadResType == DomainConfig.LoadResType.Scene)
{
await SceneManager.UnloadSceneAsync(_sceneName);
}
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}
}
}
}