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76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using System;
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using Cysharp.Threading.Tasks;
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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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using UnityEngine.SceneManagement;
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using YooAsset;
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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 domainConfig;
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public ResStartState(IFsmSystemAsync system) : base(system)
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{
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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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#if UNITY_WEBGL
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string typeName = $"{domainConfig.@namespace}.{domainConfig.className},{domainConfig.assemblyName}"; // 完整命名空间
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Type type = Type.GetType(typeName);
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Debug.Log($"ResStartState:加载资源,Type为:【{type}】");
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#else
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Type type = param2 as Type;
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#endif
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GameObject mainPrefab = null;
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//加载前卸载资源
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await DomainAssetSystem.RemoveDomain(domainConfig);
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switch (domainConfig.loadResType)
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{
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case DomainConfig.LoadResType.Prefab:
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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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package.LoadSceneAsync(domainConfig.sceneIdentifier, sceneMode, physicsMode);
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await handle;
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Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
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SceneManager.SetActiveScene(targetScene);
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mainPrefab = await DomainAssetSystem.LoadDomainPrefab(domainConfig);
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SceneManager.MoveGameObjectToScene(mainPrefab, targetScene);
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DomainAssetSystem.AddDomainNameEntity(domainConfig);
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break;
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}
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await DomainAssetSystem.BindableProperty(domainConfig, mainPrefab, type);
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}
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}
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}
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} |