using Cysharp.Threading.Tasks; using UnityEngine; using UnityEngine.Assertions; using YooAsset; namespace Stary.Evo { public class ResEditorSimulateState : AbstractFSMIStateAsync { public ResEditorSimulateState(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; CustomPlayerPrefs.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; } // Assert.AreEqual(EOperationStatus.Succeed, requetVersionOp.Status); // 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}】"); } Assert.AreEqual(EOperationStatus.Succeed, updateManifestOp.Status); //4.下载补丁包 await Download(); if (AppConfig.DeveloperMode) { //加载热更配置文件 var loadHotfixSettingsOp = package.LoadAssetAsync("Config_DomainConfig"); await loadHotfixSettingsOp; DomainConfig domainConfig = null; if (loadHotfixSettingsOp.Status == EOperationStatus.Succeed) { //更新成功 Debug.Log($"UnityEvo:加载热更配置文件 loadHotfixSettings : 【成功】"); domainConfig = loadHotfixSettingsOp.AssetObject as DomainConfig; } else { Debug.LogError($"UnityEvo:加载热更配置文件 loadHotfixSettings : 【失败】"); } if (domainConfig == null) { Debug.LogError($"UnityEvo:【{package.PackageName}】加载DomainConfig为空,无法继续执行后续流程,请检查!!!"); } FsmSystem.SetCurState(nameof(HotFixDllState), domainConfig); } else if (HybridClREntrance.Global.stage == StageType.Originality) { //加载热更配置文件 var loadArtSceneDataOp = package.LoadAssetAsync("Config_ArtSceneData"); await loadArtSceneDataOp; ArtSceneData artSceneData = null; if (loadArtSceneDataOp.Status == EOperationStatus.Succeed) { //更新成功 Debug.Log($"UnityEvo:加载热更配置文件 ArtSceneData : 【成功】"); artSceneData = loadArtSceneDataOp.AssetObject as ArtSceneData; await FsmSystem.SetCurState(nameof(ResStartState), null); } 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!!!"); } } } #region 下载热更资源 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=================================== /// /// 开始下载 /// 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"); } /// /// 下载完成 /// private void OnDownloadOverFunction(DownloaderFinishData downloaderFinishData) { Debug.Log("UnityEvo:下载" + (downloaderFinishData.Succeed ? "成功" : "失败")); } /// /// 更新中 /// private void OnDownloadProgressUpdateFunction(DownloadUpdateData downloadUpdateData) { Debug.Log( $"UnityEvo:文件总数:{downloadUpdateData.TotalDownloadCount},已下载文件数:{downloadUpdateData.CurrentDownloadCount},下载总大小:{downloadUpdateData.TotalDownloadBytes / 1024f / 1024f} MB,已下载大小{downloadUpdateData.CurrentDownloadBytes / 1024f / 1024f} MB"); } /// /// 下载出错 /// /// private void OnDownloadErrorFunction(DownloadErrorData errorData) { Debug.Log($"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 } }