【m】优化卸载加载逻辑

This commit is contained in:
2026-04-12 16:48:41 +08:00
parent 15d3d24884
commit d2ea34aa38
19 changed files with 334 additions and 451 deletions

View File

@@ -1,9 +1,5 @@
using System;
using Cysharp.Threading.Tasks;
#if Immersal
using Immersal.AR;
#endif
using Stary.Evo;
using Stary.Evo.InformationSave;
using UnityEngine;
@@ -14,45 +10,41 @@ namespace Stary.Evo
{
public class ResStartState : AbstractFSMIStateAsync
{
private DomainConfig.LoadResType loadResType;
public GameObject mainPrefab;
private DomainConfig domainConfig;
private string _packageName;
private string _sceneName;
public ResStartState(IFsmSystemAsync system) : base(system)
{
}
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)
{
if (AppConfig.DeveloperMode)
{
domainConfig = param1 as DomainConfig;
loadResType = domainConfig.loadResType;
_packageName = domainConfig.domain;
Type type = param2 as Type;
var package = YooAssets.GetPackage(domainConfig.domain);
switch (loadResType)
GameObject mainPrefab = null;
switch (domainConfig.loadResType)
{
case DomainConfig.LoadResType.Prefab:
await LoadDomainPrefab(package);
mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
await DomainAssetSystem.SetTransformInfo(mainPrefab);
if (domainConfig.domainLoadType != DomainConfig.DomainLoadType.Static)
{
DomainAssetSystem.AddDomainNameEntity(domainConfig);
}
else
{
DomainAssetSystem.AddDomainStaticNameEntity(domainConfig);
}
break;
case DomainConfig.LoadResType.Scene:
var package = YooAssets.GetPackage(domainConfig.domain);
var sceneMode = domainConfig.loadSceneMode;
var physicsMode = LocalPhysicsMode.None;
SceneHandle handle =
@@ -60,142 +52,28 @@ namespace Stary.Evo
await handle;
Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
// targetScene.name = domainConfig.mainScene;
// 设置为 active scene 或者后续 Move 到该 scene
SceneManager.SetActiveScene(targetScene);
_sceneName = targetScene.name;
mainPrefab = GameObject.Find(domainConfig.mainPrefab);
if (mainPrefab == null)
{
await LoadDomainPrefab(package);
}
mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
SceneManager.MoveGameObjectToScene(mainPrefab, targetScene);
break;
}
if (domainConfig.domain != "Main")
{
LocalTransformInfo info = mainPrefab.GetOrAddComponent<LocalTransformInfo>();
FsmLoadSystem fsmLoadSystem = FsmSystem as FsmLoadSystem;
if (info._list.Count >= 2)
{
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);
}
}
else
{
Debug.LogError($"UnityEvo:{mainPrefab.name}的TransformInfo长度小于2无法继续运行请排查");
}
}
if (mainPrefab != null)
{
DomainBase hotfixInstance = mainPrefab.GetComponent(type) as DomainBase;
if (hotfixInstance == null)
{
hotfixInstance = mainPrefab.AddComponent(type) as DomainBase;
}
if (hotfixInstance == null)
{
Debug.LogError($"热更类{type.Name}实例创建失败必须继承MonoBehaviour");
return;
}
hotfixInstance.DomainName = domainConfig.domain;
hotfixInstance.DomainNameRaw = $"{domainConfig.domain}_RawFile";
// 原有调用逻辑修改为使用实例
hotfixInstance.OnEnter("");
hotfixInstance.OnEnterAsync("");
}
}
else
{
_packageName = AppConfig.PackageDomainName;
await DomainAssetSystem.BindableProperty(domainConfig, mainPrefab, type);
}
}
private async UniTask LoadDomainPrefab(ResourcePackage package)
{
// 加载热更资源
var loadOperation = package.LoadAssetAsync<GameObject>(domainConfig.mainPrefab);
await loadOperation;
if (loadOperation.Status == EOperationStatus.Succeed)
{
#if Immersal
ARSpace arSpace = GameObject.FindObjectOfType<ARSpace>();
if (arSpace != null)
{
Debug.Log("UnityEvo:找到ARSpace开始加载点云运行环境...");
mainPrefab = loadOperation.InstantiateSync(arSpace.transform);
} else
{
Debug.Log("UnityEvo:未找到ARSpace开始加载普通运行环境通过语音唤醒...");
mainPrefab = loadOperation.InstantiateSync();
}
#elif NotPointClond
mainPrefab = loadOperation.InstantiateSync();
#endif
if (domainConfig.domain == "Main")
AppConfig.SetDefaultMainInstance(mainPrefab);
}
}
public override async UniTask OnExitAsync()
{
if (_packageName=="Main")
return;
if (HybridClREntrance.Global.stage == StageType.Developer)
if (domainConfig.loadResType == DomainConfig.LoadResType.Prefab &&
domainConfig.domainLoadType == DomainConfig.DomainLoadType.Single)
{
DomainBase domainBase = mainPrefab.GetOrAddComponent<DomainBase>();
if (domainBase == null)
{
Debug.LogError($"UnityEvo:{mainPrefab.name}的DomainBase为空无法退出请排查");
}
else
{
domainBase.OnExit();
await domainBase.OnExitAsync();
GameObject.Destroy(domainBase.gameObject);
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainName);
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainNameRaw);
}
Debug.Log("UnityEvo:Domain退出...");
if (loadResType == DomainConfig.LoadResType.Scene)
{
await SceneManager.UnloadSceneAsync(_sceneName);
}
await DomainAssetSystem.UnloadDomainAsset();
}
else if (HybridClREntrance.Global.stage == StageType.Originality)
else if (domainConfig.loadResType == DomainConfig.LoadResType.Scene)
{
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(_packageName);
AppConfig.PackageDomainName = "";
Debug.Log("UnityEvo:Domain退出...");
await DomainAssetSystem.UnloadSceneAsset(domainConfig);
}
}
}