【m】优化卸载加载逻辑
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@@ -1,9 +1,5 @@
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using System;
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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;
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using Stary.Evo.InformationSave;
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using UnityEngine;
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@@ -14,45 +10,41 @@ namespace Stary.Evo
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{
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public class ResStartState : AbstractFSMIStateAsync
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{
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private DomainConfig.LoadResType loadResType;
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public GameObject mainPrefab;
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private DomainConfig domainConfig;
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private string _packageName;
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private string _sceneName;
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public ResStartState(IFsmSystemAsync 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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if (AppConfig.DeveloperMode)
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{
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domainConfig = param1 as DomainConfig;
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loadResType = domainConfig.loadResType;
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_packageName = domainConfig.domain;
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Type type = param2 as Type;
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var package = YooAssets.GetPackage(domainConfig.domain);
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switch (loadResType)
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GameObject mainPrefab = null;
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switch (domainConfig.loadResType)
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{
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case DomainConfig.LoadResType.Prefab:
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await LoadDomainPrefab(package);
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mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
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await DomainAssetSystem.SetTransformInfo(mainPrefab);
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if (domainConfig.domainLoadType != DomainConfig.DomainLoadType.Static)
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{
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DomainAssetSystem.AddDomainNameEntity(domainConfig);
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}
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else
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{
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DomainAssetSystem.AddDomainStaticNameEntity(domainConfig);
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}
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break;
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case DomainConfig.LoadResType.Scene:
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var package = YooAssets.GetPackage(domainConfig.domain);
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var sceneMode = domainConfig.loadSceneMode;
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var physicsMode = LocalPhysicsMode.None;
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SceneHandle handle =
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@@ -60,142 +52,28 @@ namespace Stary.Evo
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await handle;
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Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
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// targetScene.name = domainConfig.mainScene;
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// 设置为 active scene 或者后续 Move 到该 scene
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SceneManager.SetActiveScene(targetScene);
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_sceneName = targetScene.name;
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mainPrefab = GameObject.Find(domainConfig.mainPrefab);
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if (mainPrefab == null)
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{
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await LoadDomainPrefab(package);
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}
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mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
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SceneManager.MoveGameObjectToScene(mainPrefab, targetScene);
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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>();
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FsmLoadSystem fsmLoadSystem = FsmSystem as FsmLoadSystem;
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if (info._list.Count >= 2)
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{
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if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.PointCloud)
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{
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info.Switch(1);
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}
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else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.VIOICE)
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{
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info.Switch(0);
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}
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else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.ImageTracked)
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{
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info.transform.position = fsmLoadSystem.GetTransformCtor().position;
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info.transform.rotation = Quaternion.Euler(fsmLoadSystem.GetTransformCtor().rotation);
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info.transform.localScale = fsmLoadSystem.GetTransformCtor().scale;
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}
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else
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{
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info.Switch(0);
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}
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}
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else
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{
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Debug.LogError($"UnityEvo:{mainPrefab.name}的TransformInfo长度小于2,无法继续运行,请排查");
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}
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}
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if (mainPrefab != null)
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{
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DomainBase hotfixInstance = mainPrefab.GetComponent(type) as DomainBase;
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if (hotfixInstance == null)
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{
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hotfixInstance = mainPrefab.AddComponent(type) as DomainBase;
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}
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if (hotfixInstance == null)
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{
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Debug.LogError($"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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hotfixInstance.DomainName = domainConfig.domain;
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hotfixInstance.DomainNameRaw = $"{domainConfig.domain}_RawFile";
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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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else
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{
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_packageName = AppConfig.PackageDomainName;
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await DomainAssetSystem.BindableProperty(domainConfig, mainPrefab, type);
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}
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}
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private async UniTask LoadDomainPrefab(ResourcePackage package)
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{
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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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#if Immersal
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ARSpace arSpace = GameObject.FindObjectOfType<ARSpace>();
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if (arSpace != null)
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{
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Debug.Log("UnityEvo:找到ARSpace,开始加载点云运行环境...");
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mainPrefab = loadOperation.InstantiateSync(arSpace.transform);
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} else
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{
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Debug.Log("UnityEvo:未找到ARSpace,开始加载普通运行环境,通过语音唤醒...");
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mainPrefab = loadOperation.InstantiateSync();
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}
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#elif NotPointClond
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mainPrefab = loadOperation.InstantiateSync();
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#endif
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if (domainConfig.domain == "Main")
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AppConfig.SetDefaultMainInstance(mainPrefab);
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}
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}
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public override async UniTask OnExitAsync()
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{
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if (_packageName=="Main")
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return;
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if (HybridClREntrance.Global.stage == StageType.Developer)
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if (domainConfig.loadResType == DomainConfig.LoadResType.Prefab &&
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domainConfig.domainLoadType == DomainConfig.DomainLoadType.Single)
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{
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DomainBase domainBase = mainPrefab.GetOrAddComponent<DomainBase>();
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if (domainBase == null)
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{
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Debug.LogError($"UnityEvo:{mainPrefab.name}的DomainBase为空,无法退出,请排查");
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}
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else
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{
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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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await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainName);
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await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainNameRaw);
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}
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Debug.Log("UnityEvo:Domain退出...");
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if (loadResType == DomainConfig.LoadResType.Scene)
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{
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await SceneManager.UnloadSceneAsync(_sceneName);
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}
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await DomainAssetSystem.UnloadDomainAsset();
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}
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else if (HybridClREntrance.Global.stage == StageType.Originality)
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else if (domainConfig.loadResType == DomainConfig.LoadResType.Scene)
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{
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await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(_packageName);
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AppConfig.PackageDomainName = "";
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Debug.Log("UnityEvo:Domain退出...");
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await DomainAssetSystem.UnloadSceneAsset(domainConfig);
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}
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}
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}
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