【m】更新后台
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92
Assets/Main/Script/Runtime/Init/Fsm/LoadResState.cs
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92
Assets/Main/Script/Runtime/Init/Fsm/LoadResState.cs
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using System;
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using Cysharp.Threading.Tasks;
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using Stary.Evo.InformationSave;
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using UnityEngine;
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using YooAsset;
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namespace Stary.Evo
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{
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public class LoadResState : AbstractFSMIState
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{
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public GameObject mainPrefab;
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public LoadResState(IFsmSystem system) : base(system)
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{
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}
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public override UniTask OnEnterAsync()
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{
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return UniTask.CompletedTask;
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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 async UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
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{
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Debug.Log("加载资源...");
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DomainConfig domainConfig = param1 as DomainConfig;
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Type type = param2 as Type;
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var package = YooAssets.GetPackage(domainConfig.domain);
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// 加载热更资源
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var loadOperation = package.LoadAssetAsync<GameObject>(domainConfig.mainPrefab);
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await loadOperation;
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if (loadOperation.Status == EOperationStatus.Succeed)
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{
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mainPrefab = loadOperation.InstantiateSync();
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LocalTransformInfo info = mainPrefab.GetComponentInChildren<LocalTransformInfo>();
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FsmLoadSystem fsmLoadSystem = FsmSystem as FsmLoadSystem;
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if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.DEFAULT)
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{
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info.Switch(0);
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}
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else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.VIOICE)
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{
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info.Switch(1);
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}
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if (mainPrefab != null)
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{
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DomainBase hotfixInstance = mainPrefab.GetComponent(type) as DomainBase;
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if (hotfixInstance == null)
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{
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hotfixInstance = mainPrefab.AddComponent(type) as DomainBase;
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}
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hotfixInstance.DomainName = domainConfig.domain;
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if (hotfixInstance == null)
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{
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Debug.LogError($"热更类{type.Name}实例创建失败!必须继承MonoBehaviour");
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return;
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}
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// 原有调用逻辑修改为使用实例
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hotfixInstance.OnEnter("");
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hotfixInstance.OnEnterAsync("");
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}
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}
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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 async UniTask OnExitAsync()
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{
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Debug.Log("UnityEvo:Domain退出...");
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DomainBase domainBase = mainPrefab.GetComponent<DomainBase>();
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domainBase.OnExit();
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await domainBase.OnExitAsync();
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GameObject.Destroy(domainBase.gameObject);
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}
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}
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}
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