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@@ -18,6 +18,8 @@ namespace Stary.Evo
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public GameObject mainPrefab;
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private DomainConfig domainConfig;
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private string _sceneName;
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public LoadResState(IFsmSystemAsync system) : base(system)
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{
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}
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@@ -44,7 +46,7 @@ namespace Stary.Evo
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{
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case DomainConfig.LoadResType.Prefab:
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LoadDomainPrefab(package);
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await LoadDomainPrefab(package);
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break;
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case DomainConfig.LoadResType.Scene:
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@@ -53,48 +55,52 @@ namespace Stary.Evo
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var physicsMode = LocalPhysicsMode.None;
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SceneHandle handle = package.LoadSceneAsync(domainConfig.mainScene, sceneMode, physicsMode);
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await handle;
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Scene targetScene = SceneManager.GetSceneByName(domainConfig.mainScene);
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targetScene.name = domainConfig.mainScene;
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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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LoadDomainPrefab(package);
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await LoadDomainPrefab(package);
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}
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break;
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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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if (domainConfig.domain != "Main")
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{
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if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.PointCloud)
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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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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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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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info.Switch(0);
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Debug.LogError($"UnityEvo:{mainPrefab.name}的TransformInfo长度小于2,无法继续运行,请排查");
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}
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}
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else
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{
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Debug.LogError($"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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if (mainPrefab != null)
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{
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@@ -123,7 +129,7 @@ namespace Stary.Evo
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base.OnUpdate();
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}
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private async void LoadDomainPrefab(ResourcePackage package)
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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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@@ -155,7 +161,7 @@ namespace Stary.Evo
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Debug.Log("UnityEvo:Domain退出...");
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if (domainConfig.domain != "Main")
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{
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DomainBase domainBase = mainPrefab.GetComponent<DomainBase>();
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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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@@ -165,18 +171,17 @@ namespace Stary.Evo
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domainBase.OnExit();
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await domainBase.OnExitAsync();
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}
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if (loadResType == DomainConfig.LoadResType.Scene)
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{
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await SceneManager.UnloadSceneAsync(domainConfig.mainScene);
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}
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if (domainBase != null)
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{
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GameObject.Destroy(domainBase.gameObject);
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await ForceUnloadAllAssets(domainBase.DomainName);
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}
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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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AppConfig.PackageDomainName = "";
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}
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}
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@@ -240,10 +240,14 @@ namespace Stary.Evo
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public async UniTask Download(string fileId)
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{
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// 在任意MonoBehaviour或DomainBase派生类中
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string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
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string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
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AppConfig.PackageDomainName);
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//string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
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if (Directory.Exists(loadPath))
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{
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Directory.Delete(loadPath, true);
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// 等一帧,让系统真正释放句柄
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await UniTask.DelayFrame(1);
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}
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FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
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if (loadSystem.ProgressBarPanel == null)
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