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

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using System;
using Cysharp.Threading.Tasks;
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using Stary.Evo;
using Stary.Evo.InformationSave;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
namespace Stary.Evo
{
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public class ResStartState : AbstractFSMIStateAsync
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{
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private DomainConfig domainConfig;
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public ResStartState(IFsmSystemAsync system) : base(system)
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{
}
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public override async UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
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{
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if (AppConfig.DeveloperMode)
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{
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domainConfig = param1 as DomainConfig;
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#if UNITY_WEBGL
string typeName = $"{domainConfig.@namespace}.{domainConfig.className},{domainConfig.assemblyName}"; // 完整命名空间
Type type = Type.GetType(typeName);
#else
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Type type = param2 as Type;
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#endif
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GameObject mainPrefab = null;
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//加载前卸载资源
await DomainAssetSystem.RemoveDomain(domainConfig);
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switch (domainConfig.loadResType)
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{
case DomainConfig.LoadResType.Prefab:
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mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
await DomainAssetSystem.SetTransformInfo(mainPrefab);
if (domainConfig.domainLoadType != DomainConfig.DomainLoadType.Static)
{
DomainAssetSystem.AddDomainNameEntity(domainConfig);
}
else
{
DomainAssetSystem.AddDomainStaticNameEntity(domainConfig);
}
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break;
case DomainConfig.LoadResType.Scene:
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var package = YooAssets.GetPackage(domainConfig.domain);
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var sceneMode = domainConfig.loadSceneMode;
var physicsMode = LocalPhysicsMode.None;
SceneHandle handle =
package.LoadSceneAsync(domainConfig.sceneIdentifier, sceneMode, physicsMode);
await handle;
Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
SceneManager.SetActiveScene(targetScene);
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mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
SceneManager.MoveGameObjectToScene(mainPrefab, targetScene);
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DomainAssetSystem.AddDomainNameEntity(domainConfig);
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break;
}
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await DomainAssetSystem.BindableProperty(domainConfig, mainPrefab, type);
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}
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}
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}
}