【m】框架优化

This commit is contained in:
zhangzheng
2026-01-07 18:20:13 +08:00
parent 8ef57d9079
commit cd1207a99a
48 changed files with 2624 additions and 1453 deletions

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@@ -1,186 +1,186 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Assertions;
using YooAsset;
namespace Stary.Evo
{
public class ArtResEditorSimulateState : AbstractFSMIStateAsync
{
public ArtResEditorSimulateState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
{
Debug.Log("UnityEvo:开始资源更新...");
// //初始化读取资源配置表
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
// 请求资源版本
var requetVersionOp = package.RequestPackageVersionAsync();
await requetVersionOp;
string packageVersion = "";
if (requetVersionOp.Status == EOperationStatus.Succeed)
{
//更新成功
packageVersion = requetVersionOp.PackageVersion;
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", packageVersion);
Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
Debug.Log($"UnityEvo:开始加载服务器资源...");
}
else
{
Debug.LogError($"UnityEvo:获取资源版本失败: 【{requetVersionOp.Error}】");
FsmSystem.SetCurState(nameof(ResUpdateLocalState));
return;
}
// 更新资源清单
var updateManifestOp = package.UpdatePackageManifestAsync(packageVersion);
await updateManifestOp;
if (updateManifestOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:更新资源清单 updateManifest : 【成功】");
}
else
{
//更新失败
Debug.LogError($"UnityEvo:更新资源清单失败: 【{updateManifestOp.Error}】");
}
//4.下载补丁包
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($"UnityEvo:【{package.PackageName}】加载ArtSceneData为空无法继续执行后续流程请检查");
}
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override void OnUpdate()
{
base.OnUpdate();
}
public override async UniTask OnExitAsync()
{
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(AppConfig.PackageDomainName);
AppConfig.PackageDomainName = "";
}
#region
public async UniTask Download()
{
int downloadingMaxNum = 10;
int failedTryAgain = 3;
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
//没有需要下载的资源
if (downloader.TotalDownloadCount == 0)
{
Debug.Log("UnityEvo:没有需要下载的资源,跳过更新");
return;
}
//需要下载的文件总数和总大小
int totalDownloadCount = downloader.TotalDownloadCount;
long totalDownloadBytes = downloader.TotalDownloadBytes;
Debug.Log($"UnityEvo:需要下载的资源的个数【{totalDownloadCount}】,需要下载的资源的总大小{totalDownloadBytes / 1024} MB");
//===================================适应新版本YooAsset插件的修改===================================
//注册回调方法
downloader.DownloadErrorCallback = OnDownloadErrorFunction;
downloader.DownloadUpdateCallback = OnDownloadProgressUpdateFunction;
downloader.DownloadFinishCallback = OnDownloadOverFunction;
downloader.DownloadFileBeginCallback = OnStartDownloadFileFunction;
//===================================适应新版本YooAsset插件的修改===================================
//开启下载
downloader.BeginDownload();
await downloader;
//检测下载结果
if (downloader.Status == EOperationStatus.Succeed)
{
//下载成功
Debug.Log("UnityEvo:资源更新完成");
}
else
{
//下载失败
Debug.Log("UnityEvo:资源更新失败");
}
}
//===================================适应新版本YooAsset插件的修改===================================
/// <summary>
/// 开始下载
/// </summary>
private void OnStartDownloadFileFunction(DownloadFileData downloadFileData)
{
Debug.Log(
$"UnityEvo:开始下载:文件名:{downloadFileData.FileName},文件大小:{downloadFileData.FileSize / 1024f / 1024f} MB");
}
/// <summary>
/// 下载完成
/// </summary>
private void OnDownloadOverFunction(DownloaderFinishData downloaderFinishData)
{
Debug.Log("UnityEvo:下载" + (downloaderFinishData.Succeed ? "成功" : "失败"));
}
/// <summary>
/// 更新中
/// </summary>
private void OnDownloadProgressUpdateFunction(DownloadUpdateData downloadUpdateData)
{
Debug.Log(
$"UnityEvo:文件总数:{downloadUpdateData.TotalDownloadCount},已下载文件数:{downloadUpdateData.CurrentDownloadCount},下载总大小:{downloadUpdateData.TotalDownloadBytes / 1024f / 1024f} MB已下载大小{downloadUpdateData.CurrentDownloadBytes / 1024f / 1024f} MB");
}
/// <summary>
/// 下载出错
/// </summary>
/// <param name="errorData"></param>
private void OnDownloadErrorFunction(DownloadErrorData errorData)
{
Debug.Log($"UnityEvo:下载出错:包名:{errorData.PackageName} 文件名:{errorData.FileName},错误信息:{errorData.ErrorInfo}");
}
//===================================适应新版本YooAsset插件的修改===================================
#endregion
}
}
// using Cysharp.Threading.Tasks;
// using UnityEngine;
// using UnityEngine.Assertions;
// using YooAsset;
//
// namespace Stary.Evo
// {
// public class ArtResEditorSimulateState : AbstractFSMIStateAsync
// {
// public ArtResEditorSimulateState(IFsmSystemAsync system) : base(system)
// {
// }
//
// public override async UniTask OnEnterAsync()
// {
// Debug.Log("UnityEvo:开始资源更新...");
//
//
// // //初始化读取资源配置表
// var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
// // 请求资源版本
// var requetVersionOp = package.RequestPackageVersionAsync();
// await requetVersionOp;
// string packageVersion = "";
// if (requetVersionOp.Status == EOperationStatus.Succeed)
// {
// //更新成功
// packageVersion = requetVersionOp.PackageVersion;
// PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", packageVersion);
// Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
// Debug.Log($"UnityEvo:开始加载服务器资源...");
// }
// else
// {
// Debug.LogError($"UnityEvo:获取资源版本失败: 【{requetVersionOp.Error}】");
// FsmSystem.SetCurState(nameof(ResUpdateLocalState));
// return;
// }
//
// // 更新资源清单
// var updateManifestOp = package.UpdatePackageManifestAsync(packageVersion);
// await updateManifestOp;
// if (updateManifestOp.Status == EOperationStatus.Succeed)
// {
// //更新成功
// Debug.Log($"UnityEvo:更新资源清单 updateManifest : 【成功】");
// }
// else
// {
// //更新失败
// Debug.LogError($"UnityEvo:更新资源清单失败: 【{updateManifestOp.Error}】");
// }
//
// //4.下载补丁包
// 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($"UnityEvo:【{package.PackageName}】加载ArtSceneData为空无法继续执行后续流程请检查");
// }
// }
//
// public override UniTask OnEnterAsync<T>(T param)
// {
// return UniTask.CompletedTask;
// }
//
// public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
// {
// return UniTask.CompletedTask;
// }
//
// public override void OnUpdate()
// {
// base.OnUpdate();
// }
//
//
// public override async UniTask OnExitAsync()
// {
// await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(AppConfig.PackageDomainName);
// AppConfig.PackageDomainName = "";
// }
//
// #region 下载热更资
//
// public async UniTask Download()
// {
// int downloadingMaxNum = 10;
// int failedTryAgain = 3;
// var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
// var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
//
// //没有需要下载的资源
// if (downloader.TotalDownloadCount == 0)
// {
// Debug.Log("UnityEvo:没有需要下载的资源,跳过更新");
// return;
// }
//
// //需要下载的文件总数和总大小
// int totalDownloadCount = downloader.TotalDownloadCount;
// long totalDownloadBytes = downloader.TotalDownloadBytes;
// Debug.Log($"UnityEvo:需要下载的资源的个数【{totalDownloadCount}】,需要下载的资源的总大小{totalDownloadBytes / 1024} MB");
// //===================================适应新版本YooAsset插件的修改===================================
// //注册回调方法
// downloader.DownloadErrorCallback = OnDownloadErrorFunction;
// downloader.DownloadUpdateCallback = OnDownloadProgressUpdateFunction;
// downloader.DownloadFinishCallback = OnDownloadOverFunction;
// downloader.DownloadFileBeginCallback = OnStartDownloadFileFunction;
// //===================================适应新版本YooAsset插件的修改===================================
//
// //开启下载
// downloader.BeginDownload();
// await downloader;
//
// //检测下载结果
// if (downloader.Status == EOperationStatus.Succeed)
// {
// //下载成功
// Debug.Log("UnityEvo:资源更新完成");
// }
// else
// {
// //下载失败
// Debug.Log("UnityEvo:资源更新失败");
// }
// }
//
// //===================================适应新版本YooAsset插件的修改===================================
// /// <summary>
// /// 开始下载
// /// </summary>
// private void OnStartDownloadFileFunction(DownloadFileData downloadFileData)
// {
// Debug.Log(
// $"UnityEvo:开始下载:文件名:{downloadFileData.FileName},文件大小:{downloadFileData.FileSize / 1024f / 1024f} MB");
// }
//
// /// <summary>
// /// 下载完成
// /// </summary>
// private void OnDownloadOverFunction(DownloaderFinishData downloaderFinishData)
// {
// Debug.Log("UnityEvo:下载" + (downloaderFinishData.Succeed ? "成功" : "失败"));
// }
//
// /// <summary>
// /// 更新中
// /// </summary>
// private void OnDownloadProgressUpdateFunction(DownloadUpdateData downloadUpdateData)
// {
// Debug.Log(
// $"UnityEvo:文件总数:{downloadUpdateData.TotalDownloadCount},已下载文件数:{downloadUpdateData.CurrentDownloadCount},下载总大小:{downloadUpdateData.TotalDownloadBytes / 1024f / 1024f} MB已下载大小{downloadUpdateData.CurrentDownloadBytes / 1024f / 1024f} MB");
// }
//
// /// <summary>
// /// 下载出错
// /// </summary>
// /// <param name="errorData"></param>
// private void OnDownloadErrorFunction(DownloadErrorData errorData)
// {
// Debug.Log($"UnityEvo:下载出错:包名:{errorData.PackageName} 文件名:{errorData.FileName},错误信息:{errorData.ErrorInfo}");
// }
// //===================================适应新版本YooAsset插件的修改===================================
//
// #endregion
// }
// }

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@@ -1,147 +1,147 @@
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($"UnityEvo:【{package.PackageName}】加载ArtSceneData为空无法继续执行后续流程请检查");
}
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override void OnUpdate()
{
base.OnUpdate();
}
public override async UniTask OnExitAsync()
{
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(AppConfig.PackageDomainName);
AppConfig.PackageDomainName = "";
}
#region
public async UniTask Download()
{
int downloadingMaxNum = 1;
int failedTryAgain = 1;
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
// 在正常开始游戏之前,还需要验证本地清单内容的完整性。
if (downloader.TotalDownloadCount > 0)
{
Debug.Log("UnityEvo:资源内容本地并不完整,需要更新资源!");
return;
}
}
#endregion
}
}
// using System;
// using Cysharp.Threading.Tasks;
// using UnityEngine;
// using UnityEngine.Assertions;
// using YooAsset;
//
// namespace Stary.Evo
// {
// public class ArtResUpdateLocalState : AbstractFSMIStateAsync
// {
// public ArtResUpdateLocalState(IFsmSystemAsync system) : base(system)
// {
// }
//
//
// public override async UniTask OnEnterAsync()
// {
// //初始化读取资源配置表
// var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
//
//
// //更新失败
//
// Debug.Log($"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 下载热更资
//
// 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
//
//
// }
// }

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@@ -1,234 +1,234 @@
using System;
using System.IO;
using Cysharp.Threading.Tasks;
using Main;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
using UnityEngine.Assertions;
using YooAsset;
using Object = UnityEngine.Object;
namespace Stary.Evo
{
public class ArtResStartState : AbstractFSMIStateAsync
{
public ArtResStartState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
{
Debug.Log("UnityEvo:启动开始资源初始化...");
//初始化读取资源配置表
HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
if (hotfixMainResDomain != null)
{
AppConfig.IpConfig = hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig;
AppConfig.UserName = hotfixMainResDomain.hotfixMainResDomainEntity.username;
AppConfig.PassWord = hotfixMainResDomain.hotfixMainResDomainEntity.password;
AppConfig.ProductName =Application.identifier;
AppConfig.MainDomainVersion = hotfixMainResDomain.hotfixMainResDomainEntity.mainDomainVersion;
}
Debug.Log($"UnityEvo:读取资源配置表成功...{AppConfig.IpConfig}{AppConfig.UserName}{AppConfig.PassWord}");
// 初始化资源系统
YooAssets.Initialize();
//自定义网络请求器
// 设置自定义请求委托
//YooAssets.SetDownloadSystemUnityWebRequest(NasWebRequester);
//初始化资源加载模块
// 增加包存在性检查
var package = YooAssets.TryGetPackage(AppConfig.PackageDomainName);
if (package == null)
{
Debug.LogWarning($"UnityEvo:资源包 {AppConfig.PackageDomainName} 不存在,正在尝试创建...");
package = YooAssets.CreatePackage(AppConfig.PackageDomainName);
}
YooAssets.SetDefaultPackage(package);
// 初始化资源包
#if EDITOR_SIMULATEMODE
await EDITOR_SIMULATEMODE(package);
//await FsmSystem.SetCurState(nameof(ResUpdateServerState));
await FsmSystem.SetCurState(nameof(ArtResEditorSimulateState));
#elif HOST_PLAYMODE
//登录
string url = AppConfig.IpConfig + "/Authentication/login";
bool isLogin = await WebRequestSystem.Login(url, AppConfig.UserName, AppConfig.PassWord);
if (isLogin)
await HOST_PLAYMODE(package);
else
await Chche_PLAYMODE(package);
await FsmSystem.SetCurState(nameof(ArtResUpdateLocalState));
#endif
}
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 UniTask OnExitAsync()
{
return UniTask.CompletedTask;
}
private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
{
var initParams=YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initialization = package.InitializeAsync(initParams);
await initialization;
if (initialization.Status == EOperationStatus.Succeed)
{
Assert.AreEqual(EOperationStatus.Succeed, initialization.Status);
Debug.Log("UnityEvo:资源包初始化成功!");
}
else
{
Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
}
//运行模拟文件系统
}
private async UniTask Chche_PLAYMODE(ResourcePackage package)
{
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
var initParams=YooAssetFileSystem.HostInitializeParameter();
var initOperation = package.InitializeAsync(initParams);
await initOperation;
var operation = package.RequestPackageVersionAsync();
await operation;
if (operation.Status == EOperationStatus.Succeed)
{
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
Debug.Log("UnityEvo:从本地缓存中加载资源包,初始化获取版本号成功!");
}else
{
Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
}
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从本地缓存中资源包,初始化成功!");
else
Debug.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
}
public async UniTask HOST_PLAYMODE(ResourcePackage package)
{
// 新增平台判断代码
#if UNITY_EDITOR
BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
AppConfig.Platform = buildTarget.ToString();
#else
AppConfig.Platform = Application.platform.ToString();
#endif
Debug.Log($"目标平台标识: {AppConfig.Platform}");
// 请求资源版本
string url = $"{AppConfig.IpConfig}/ResDomain/GetResDomainByDomain";
var resDmainRequst = new ResDmainRequst()
{
ProductName = AppConfig.ProductName,
DomainName = AppConfig.PackageDomainName,
Platform = AppConfig.Platform,
};
//获取服务器版本
var resDmainMessageEntity = await WebRequestSystem.Post(url, JsonConvert.SerializeObject(resDmainRequst));
if (resDmainMessageEntity.code == 200)
{
ResDmainResponse resDmainResponse =
JsonConvert.DeserializeObject<ResDmainResponse>(resDmainMessageEntity.data.ToString());
//获取当前版本
var oldVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION");
//版本不一致,开始下载
if (resDmainResponse.PackageVersion != oldVersion)
{
await Download(resDmainResponse.DocumentFileId);
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION",
resDmainResponse.PackageVersion);
}
else //版本一致,加载缓存资源
{
Debug.Log($"UnityEvo:资源版本一致,自动跳过更新...");
}
}
else
{
Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
}
var initParams=YooAssetFileSystem.HostInitializeParameter();
// initParameters.CacheFileSystemParameters = cacheFileSystemParams;
var initOperation = package.InitializeAsync(initParams);
await initOperation;
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从远程加载资源包,初始化成功!");
else
Debug.LogError($"UnityEvo:从远程加载资源包,初始化失败:{initOperation.Error}");
}
public async UniTask Download(string fileId)
{
// 在任意MonoBehaviour或DomainBase派生类中
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
AppConfig.PackageDomainName);
//string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
if (Directory.Exists(loadPath))
{
Directory.Delete(loadPath, true);
// 等一帧,让系统真正释放句柄
await UniTask.DelayFrame(1);
}
FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
if (loadSystem.ProgressBarPanel == null)
{
loadSystem.ProgressBarPanel =Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
}
await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
}
private void DownLoadProgress(float progress)
{
Debug.Log($"下载进度:{progress:P0}");
FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("下载中", progress);
}
private void UnzipProgress(float progress)
{
Debug.Log($"解压进度:{progress:P0}");
FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
}
}
}
// using System;
// using System.IO;
// using Cysharp.Threading.Tasks;
// using Main;
// using Newtonsoft.Json;
// using UnityEditor;
// using UnityEngine;
// using UnityEngine.Assertions;
// using YooAsset;
// using Object = UnityEngine.Object;
//
// namespace Stary.Evo
// {
// public class ArtResStartState : AbstractFSMIStateAsync
// {
// public ArtResStartState(IFsmSystemAsync system) : base(system)
// {
// }
//
//
// public override async UniTask OnEnterAsync()
// {
// Debug.Log("UnityEvo:启动开始资源初始化...");
//
//
// //初始化读取资源配置表
// HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
// if (hotfixMainResDomain != null)
// {
// AppConfig.IpConfig = hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig;
// AppConfig.UserName = hotfixMainResDomain.hotfixMainResDomainEntity.username;
// AppConfig.PassWord = hotfixMainResDomain.hotfixMainResDomainEntity.password;
// AppConfig.ProductName =Application.identifier;
// AppConfig.MainDomainVersion = hotfixMainResDomain.hotfixMainResDomainEntity.mainDomainVersion;
// }
//
// Debug.Log($"UnityEvo:读取资源配置表成功...{AppConfig.IpConfig}{AppConfig.UserName}{AppConfig.PassWord}");
// // 初始化资源系统
// YooAssets.Initialize();
//
//
// //自定义网络请求器
// // 设置自定义请求委托
// //YooAssets.SetDownloadSystemUnityWebRequest(NasWebRequester);
//
//
// //初始化资源加载模块
// // 增加包存在性检查
// var package = YooAssets.TryGetPackage(AppConfig.PackageDomainName);
// if (package == null)
// {
// Debug.LogWarning($"UnityEvo:资源包 {AppConfig.PackageDomainName} 不存在,正在尝试创建...");
// package = YooAssets.CreatePackage(AppConfig.PackageDomainName);
// }
//
// YooAssets.SetDefaultPackage(package);
//
// // 初始化资源包
// #if EDITOR_SIMULATEMODE
// await EDITOR_SIMULATEMODE(package);
// //await FsmSystem.SetCurState(nameof(ResUpdateServerState));
// await FsmSystem.SetCurState(nameof(ArtResEditorSimulateState));
// #elif HOST_PLAYMODE
//
// //登录
// string url = AppConfig.IpConfig + "/Authentication/login";
// bool isLogin = await WebRequestSystem.Login(url, AppConfig.UserName, AppConfig.PassWord);
// if (isLogin)
// await HOST_PLAYMODE(package);
// else
// await Chche_PLAYMODE(package);
//
//
// await FsmSystem.SetCurState(nameof(ArtResUpdateLocalState));
// #endif
// }
//
// public override UniTask OnEnterAsync<T>(T param)
// {
// return UniTask.CompletedTask;
// }
//
// public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
// {
// return UniTask.CompletedTask;
// }
//
// public override void OnUpdate()
// {
// base.OnUpdate();
// }
//
//
// public override UniTask OnExitAsync()
// {
// return UniTask.CompletedTask;
// }
//
// private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
// {
//
// var initParams=YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
// var initialization = package.InitializeAsync(initParams);
// await initialization;
// if (initialization.Status == EOperationStatus.Succeed)
// {
// Assert.AreEqual(EOperationStatus.Succeed, initialization.Status);
// Debug.Log("UnityEvo:资源包初始化成功!");
// }
// else
// {
// Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
// }
//
// //运行模拟文件系统
//
// }
// private async UniTask Chche_PLAYMODE(ResourcePackage package)
// {
// Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
// var initParams=YooAssetFileSystem.HostInitializeParameter();
// var initOperation = package.InitializeAsync(initParams);
// await initOperation;
//
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
// Debug.Log("UnityEvo:从本地缓存中加载资源包,初始化获取版本号成功!");
// }else
// {
// Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
// }
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:从本地缓存中资源包,初始化成功!");
// else
// Debug.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
// }
//
// public async UniTask HOST_PLAYMODE(ResourcePackage package)
// {
// // 新增平台判断代码
// #if UNITY_EDITOR
// BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
// AppConfig.Platform = buildTarget.ToString();
// #else
// AppConfig.Platform = Application.platform.ToString();
// #endif
// Debug.Log($"目标平台标识: {AppConfig.Platform}");
//
// // 请求资源版本
// string url = $"{AppConfig.IpConfig}/ResDomain/GetResDomainByDomain";
// var resDmainRequst = new ResDmainRequst()
// {
// ProductName = AppConfig.ProductName,
// DomainName = AppConfig.PackageDomainName,
// Platform = AppConfig.Platform,
// };
// //获取服务器版本
// var resDmainMessageEntity = await WebRequestSystem.Post(url, JsonConvert.SerializeObject(resDmainRequst));
// if (resDmainMessageEntity.code == 200)
// {
// ResDmainResponse resDmainResponse =
// JsonConvert.DeserializeObject<ResDmainResponse>(resDmainMessageEntity.data.ToString());
// //获取当前版本
// var oldVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION");
// //版本不一致,开始下载
// if (resDmainResponse.PackageVersion != oldVersion)
// {
// await Download(resDmainResponse.DocumentFileId);
// PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION",
// resDmainResponse.PackageVersion);
// }
// else //版本一致,加载缓存资源
// {
// Debug.Log($"UnityEvo:资源版本一致,自动跳过更新...");
// }
// }
// else
// {
// Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
// }
//
// var initParams=YooAssetFileSystem.HostInitializeParameter();
// // initParameters.CacheFileSystemParameters = cacheFileSystemParams;
//
// var initOperation = package.InitializeAsync(initParams);
//
// await initOperation;
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:从远程加载资源包,初始化成功!");
// else
// Debug.LogError($"UnityEvo:从远程加载资源包,初始化失败:{initOperation.Error}");
// }
//
// public async UniTask Download(string fileId)
// {
// // 在任意MonoBehaviour或DomainBase派生类中
// string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
// AppConfig.PackageDomainName);
// //string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
// if (Directory.Exists(loadPath))
// {
// Directory.Delete(loadPath, true);
// // 等一帧,让系统真正释放句柄
// await UniTask.DelayFrame(1);
// }
// FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
// if (loadSystem.ProgressBarPanel == null)
// {
// loadSystem.ProgressBarPanel =Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
// Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
// }
// await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
// }
//
// private void DownLoadProgress(float progress)
// {
// Debug.Log($"下载进度:{progress:P0}");
// FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
// loadSystem.ProgressBarPanel.SetProgressBarValue("下载中", progress);
// }
//
// private void UnzipProgress(float progress)
// {
// Debug.Log($"解压进度:{progress:P0}");
// FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
// loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
// }
// }
// }