Files
BlueArchiveMiniGame/Assets/Scripts/Runtime/YooAsset/PatchLogic/FsmNode/FsmInitializePackage.cs

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
internal class FsmInitializePackage : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"初始化{data.packageName},下载路径:{GetHostServerURL(data.packageName)}");
GameManager.Inst.StartCoroutine(InitPackage());
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
private IEnumerator InitPackage()
{
var playMode = data.playMode;
var packageName = data.packageName;
// 创建资源包裹类
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
package = YooAssets.CreatePackage(packageName);
// 编辑器下的模拟模式
InitializationOperation initializationOperation = null;
if (playMode == EPlayMode.EditorSimulateMode)
{
var buildResult = EditorSimulateModeHelper.SimulateBuild(packageName);
var packageRoot = buildResult.PackageRootDirectory;
var createParameters = new EditorSimulateModeParameters();
createParameters.EditorFileSystemParameters = FileSystemParameters.CreateDefaultEditorFileSystemParameters(packageRoot);
initializationOperation = package.InitializeAsync(createParameters);
}
// 单机运行模式
if (playMode == EPlayMode.OfflinePlayMode)
{
var createParameters = new OfflinePlayModeParameters();
createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
initializationOperation = package.InitializeAsync(createParameters);
}
// 联机运行模式
if (playMode == EPlayMode.HostPlayMode)
{
// 注意设置参数COPY_BUILDIN_PACKAGE_MANIFEST可以初始化的时候拷贝内置清单到沙盒目录
var buildinFileSystemParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
buildinFileSystemParams.AddParameter(FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST, true);
string defaultHostServer = GetHostServerURL(packageName);
string fallbackHostServer = GetHostServerURL(packageName);
IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
// 注意设置参数INSTALL_CLEAR_MODE可以解决覆盖安装的时候将拷贝的内置清单文件清理的问题。
var cacheFileSystemParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(remoteServices);
cacheFileSystemParams.AddParameter(FileSystemParametersDefine.INSTALL_CLEAR_MODE, EOverwriteInstallClearMode.None);
var createParameters = new HostPlayModeParameters();
createParameters.BuildinFileSystemParameters = packageName == "Preload" ? buildinFileSystemParams : null;
createParameters.CacheFileSystemParameters = cacheFileSystemParams;
initializationOperation = package.InitializeAsync(createParameters);
}
// WebGL运行模式
if (playMode == EPlayMode.WebPlayMode)
{
#if UNITY_WEBGL && WEIXINMINIGAME && !UNITY_EDITOR
var createParameters = new WebPlayModeParameters();
string defaultHostServer = GetHostServerURL(packageName);
string fallbackHostServer = GetHostServerURL(packageName);
string packageRoot = $"{WeChatWASM.WX.env.USER_DATA_PATH}/__GAME_FILE_CACHE"; //注意:如果有子目录,请修改此处!
IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
createParameters.WebServerFileSystemParameters = WechatFileSystemCreater.CreateFileSystemParameters(packageRoot, remoteServices);
initializationOperation = package.InitializeAsync(createParameters);
#else
var createParameters = new WebPlayModeParameters();
createParameters.WebServerFileSystemParameters = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
initializationOperation = package.InitializeAsync(createParameters);
#endif
}
yield return initializationOperation;
// 如果初始化失败弹出提示界面
if (initializationOperation.Status != EOperationStatus.Succeed)
{
MessageBox.Show()
.SetTitle(packageName)
.SetContent($"{initializationOperation.Error}")
.AddButton("退出", (box) => { Application.Quit(); });
}
else
{
_machine.ChangeState<FsmRequestPackageVersion>();
}
}
/// <summary>
/// 获取资源服务器地址
/// </summary>
public string GetHostServerURL(string packageName)
{
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string hostServerIP = $"https://home.gtuantuan.online:9444/{Application.productName}";
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if (GameManager.Inst.ServerAddress != "" && GameManager.Inst.ServerAddress != null)
hostServerIP = $"{GameManager.Inst.ServerAddress}/{Application.productName}";
string appVersion = "v1";
#if UNITY_EDITOR
if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.Android)
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// return $"{hostServerIP}/CDN/Android/{packageName}/{appVersion}";
return $"{hostServerIP}/CDN/PC/{packageName}/{appVersion}";
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else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.iOS)
return $"{hostServerIP}/CDN/IPhone/{packageName}/{appVersion}";
else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.WebGL)
return $"{hostServerIP}/CDN/WebGL/{packageName}/{appVersion}";
else
return $"{hostServerIP}/CDN/PC/{packageName}/{appVersion}";
#else
if (Application.platform == RuntimePlatform.Android)
return $"{hostServerIP}/CDN/Android/{packageName}/{appVersion}";
else if (Application.platform == RuntimePlatform.IPhonePlayer)
return $"{hostServerIP}/CDN/IPhone/{packageName}/{appVersion}";
else if (Application.platform == RuntimePlatform.WebGLPlayer)
return $"{hostServerIP}/CDN/WebGL/{packageName}/{appVersion}";
else
return $"{hostServerIP}/CDN/PC/{packageName}/{appVersion}";
#endif
}
/// <summary>
/// 远端资源地址查询服务类
/// </summary>
private class RemoteServices : IRemoteServices
{
private readonly string _defaultHostServer;
private readonly string _fallbackHostServer;
public RemoteServices(string defaultHostServer, string fallbackHostServer)
{
_defaultHostServer = defaultHostServer;
_fallbackHostServer = fallbackHostServer;
}
string IRemoteServices.GetRemoteMainURL(string fileName)
{
return $"{_defaultHostServer}/{fileName}";
}
string IRemoteServices.GetRemoteFallbackURL(string fileName)
{
return $"{_fallbackHostServer}/{fileName}";
}
}
}