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plugin-library/Assets/00.StaryEvoTools/Runtime/HybridLoad/Fsm/ResStartState.cs
2026-01-05 17:58:53 +08:00

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using System;
using System.IO;
using Cysharp.Threading.Tasks;
using Main;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
using UnityEngine.Assertions;
using YooAsset;
using Object = UnityEngine.Object;
namespace Stary.Evo
{
public class ResStartState : AbstractFSMIStateAsync
{
public ResStartState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
{
Debug.Log("UnityEvo:启动开始资源初始化...");
// 初始化资源系统
YooAssets.Initialize();
//初始化资源加载模块
// 增加包存在性检查
var package = YooAssets.TryGetPackage(AppConfig.PackageDomainName);
if (package == null)
{
Debug.LogWarning($"UnityEvo:资源包 {AppConfig.PackageDomainName} 不存在,正在尝试创建...");
package = YooAssets.CreatePackage(AppConfig.PackageDomainName);
}
YooAssets.SetDefaultPackage(package);
// 初始化资源包
#if EDITOR_SIMULATEMODE
await EDITOR_SIMULATEMODE(package);
await FsmSystem.SetCurState(nameof(ResEditorSimulateState));
#elif OFFLINE_PLAYMODE
await OFFLINE_PLAYMODE(package);
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif HOST_PLAYMODE
//登录
if (((FsmLoadSystem)FsmSystem).IsLogin)
await HOST_PLAYMODE(package);
else
{
await OFFLINE_PLAYMODE(package);
await ChChe_PLAYMODE(package);
}
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif WEB_PLAYMODE
// IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
// var webServerFileSystemParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
// var webRemoteFileSystemParams =
// FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(remoteServices); //支持跨域下载
//
// var initParameters = new WebPlayModeParameters();
// initParameters.WebServerFileSystemParameters = webServerFileSystemParams;
// initParameters.WebRemoteFileSystemParameters = webRemoteFileSystemParams;
//
// var initOperation = package.InitializeAsync(initParameters);
// await initOperation;
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:资源包初始化成功!");
// else
// Debug.LogError($"UnityEvo:资源包初始化失败:{initOperation.Error}");
Debug.LogError($"UnityEvo:暂不支持");
#endif
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override void OnUpdate()
{
base.OnUpdate();
}
public override UniTask OnExitAsync()
{
return UniTask.CompletedTask;
}
private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
{
var initParams = YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initialization = package.InitializeAsync(initParams);
await initialization;
if (initialization.Status == EOperationStatus.Succeed)
{
Assert.AreEqual(EOperationStatus.Succeed, initialization.Status);
Debug.Log("UnityEvo:资源包初始化成功!");
}
else
{
Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
}
}
private async UniTask ChChe_PLAYMODE(ResourcePackage package)
{
//Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
var initParams = YooAssetFileSystem.HostInitializeParameter();
var initOperation = package.InitializeAsync(initParams);
await initOperation;
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从本地缓存中资源包,初始化成功!");
else
{
Debug.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
}
var operation = package.RequestPackageVersionAsync();
await operation;
if (operation.Status == EOperationStatus.Succeed)
{
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
Debug.Log("UnityEvo:从本地缓存中加载资源包,初始化获取版本号成功!");
}
else
{
Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
}
}
private async UniTask OFFLINE_PLAYMODE(ResourcePackage package)
{
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
CopyLocalFile();
// var initParams = YooAssetFileSystem.OfflineInitializeParameter();
// var initOperation = package.InitializeAsync(initParams);
// await initOperation;
//
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
// Debug.Log("UnityEvo:从本地StreamingAssets加载资源包初始化获取版本号成功");
// }
// else
// {
// Debug.LogError($"UnityEvo:从本地StreamingAssets加载资源包初始化获取版本号失败");
// }
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:从本地StreamingAssets加载资源包初始化成功");
// else
// Debug.LogError($"UnityEvo:从本地StreamingAssets加载资源包初始化失败{initOperation.Error}");
}
private void CopyLocalFile()
{
#if UNITY_ANDROID
// 将StreamingAssets下指定的package拷贝到目标路径
string sourcePath = Path.Combine(Application.streamingAssetsPath,
YooAssetSettingsData.GetDefaultYooFolderName(), AppConfig.PackageDomainName);
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
AppConfig.PackageDomainName);
// 创建目标目录(如果不存在)
if (!Directory.Exists(loadPath))
{
Directory.CreateDirectory(loadPath);
}
else
{
return;
}
// 检查源路径是否存在
if (Directory.Exists(sourcePath))
{
// 拷贝所有文件
string[] files = Directory.GetFiles(sourcePath, "*", SearchOption.AllDirectories);
foreach (string file in files)
{
// 计算目标文件路径
string relativePath = Path.GetRelativePath(sourcePath, file);
string destFile = Path.Combine(loadPath, relativePath);
// 创建目标子目录(如果不存在)
string destDir = Path.GetDirectoryName(destFile);
if (!Directory.Exists(destDir))
{
Directory.CreateDirectory(destDir);
}
// 拷贝文件
File.Copy(file, destFile, true);
}
Debug.Log($"UnityEvo:成功将StreamingAssets下的{AppConfig.PackageDomainName}包拷贝到{loadPath}");
}
else
{
Debug.LogError($"UnityEvo:StreamingAssets下的{AppConfig.PackageDomainName}包不存在");
}
#endif
}
public async UniTask HOST_PLAYMODE(ResourcePackage package)
{
// 新增平台判断代码
#if UNITY_EDITOR
BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
AppConfig.Platform = buildTarget.ToString();
#else
AppConfig.Platform = Application.platform.ToString();
#endif
Debug.Log($"目标平台标识: {AppConfig.Platform}");
// 请求资源版本
string url = $"{AppConfig.IpConfig}/ResDomain/GetResDomainByDomain";
var resDmainRequst = new ResDmainRequst()
{
ProductName = AppConfig.ProductName,
DomainName = AppConfig.PackageDomainName,
Platform = AppConfig.Platform,
};
//获取服务器版本
var resDmainMessageEntity = await WebRequestSystem.Post(url, JsonConvert.SerializeObject(resDmainRequst));
if (resDmainMessageEntity.code == 200)
{
ResDmainResponse resDmainResponse =
JsonConvert.DeserializeObject<ResDmainResponse>(resDmainMessageEntity.data.ToString());
//获取当前版本
var oldVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION");
//版本不一致,开始下载
if (resDmainResponse.PackageVersion != oldVersion)
{
await Download(resDmainResponse.DocumentFileId);
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION",
resDmainResponse.PackageVersion);
}
else //版本一致,加载缓存资源
{
Debug.Log($"UnityEvo:资源版本一致,自动跳过更新...");
}
}
else
{
Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
}
var initParams = YooAssetFileSystem.HostInitializeParameter();
// initParameters.CacheFileSystemParameters = cacheFileSystemParams;
var initOperation = package.InitializeAsync(initParams);
await initOperation;
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从远程加载资源包,初始化成功!");
else
Debug.LogError($"UnityEvo:从远程加载资源包,初始化失败:{initOperation.Error}");
}
public async UniTask Download(string fileId)
{
// 在任意MonoBehaviour或DomainBase派生类中
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
AppConfig.PackageDomainName);
//string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
if (Directory.Exists(loadPath))
{
Directory.Delete(loadPath, true);
// 等一帧,让系统真正释放句柄
await UniTask.DelayFrame(1);
}
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem.ProgressBarPanel == null)
{
loadSystem.ProgressBarPanel = Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
}
await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
}
private void DownLoadProgress(float progress)
{
Debug.Log($"下载进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("下载中", progress);
}
private void UnzipProgress(float progress)
{
Debug.Log($"解压进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
}
}
}