This commit is contained in:
2025-09-17 18:56:28 +08:00
commit 54c72710a5
5244 changed files with 5717609 additions and 0 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Event;
using YooAsset;
public class Boot : Singleton<Boot>
{
public GameObject MainUICanvas;
public Camera UICamera;
public List<string> DepDlls = new List<string>()
{
"mscorlib.dll",
"System.dll",
"System.Core.dll",
"Mirror.dll"
};
public List<GameObject> DontDestroyObjs = new List<GameObject>();
/// <summary>
/// 资源系统运行模式
/// </summary>
public EPlayMode PlayMode = EPlayMode.EditorSimulateMode;
void Awake()
{
Debug.Log($"资源系统运行模式:{PlayMode}");
Debug.Log($"Application.persistentDataPath{Application.persistentDataPath}");
Application.targetFrameRate = 60;
Application.runInBackground = true;
}
IEnumerator Start()
{
foreach (GameObject obj in DontDestroyObjs)
{
DontDestroyOnLoad(obj);
}
GameManager.Inst.Behaviour = this;
GameManager.Inst.MainUICanvas = MainUICanvas;
GameManager.Inst.UICamera = UICamera;
GameManager.Inst.LoadServerSettings();
YooAssets.Initialize();
//更新Preload
var operation = new PatchOperation(PatchManager.Inst.PreloadData(PlayMode));
YooAssets.StartOperation(operation);
yield return operation;
//加载更新界面Main更新流程以及GameStart调用在PatchWindow中
GameManager.Inst.LoadDll(YooAssets.GetPackage("Preload"), "Preload");
AssetHandle patchWindowHandle = YooAssets.GetPackage("Preload").LoadAssetAsync<GameObject>("PatchWindow");
patchWindowHandle.InstantiateAsync(GameManager.Inst.MainUICanvas.transform);
}
}

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{
"name": "MyScripts.Runtime",
"rootNamespace": "",
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"GUID:13ba8ce62aa80c74598530029cb2d649",
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],
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"noEngineReferences": false
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using UnityEngine;
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
public static T Inst
{
get
{
if (_instance == null)
{
_instance = FindAnyObjectByType<T>();
if (_instance == null)
{
GameObject singletonObject = new GameObject(typeof(T).Name);
_instance = singletonObject.AddComponent<T>();
}
}
return _instance;
}
}
}

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using HybridCLR;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
using YooAsset;
using static UnityEngine.Rendering.VirtualTexturing.Debugging;
public class GameManager
{
public MonoBehaviour Behaviour;
public string ServerAddress;
public bool isServer;
public GameObject MainUICanvas;
public Camera UICamera;
private static GameManager _instance;
public static GameManager Inst
{
get
{
if (_instance == null)
_instance = new GameManager();
return _instance;
}
}
public void StartCoroutine(IEnumerator enumerator)
{
Behaviour.StartCoroutine(enumerator);
}
public void LoadDll(ResourcePackage package, string dll)
{
if (package.GetAssetInfo(dll).Error == string.Empty)
{
AssetHandle handle = package.LoadAssetSync<TextAsset>(dll);
#if UNITY_EDITOR
Assembly hotUpdateAss = System.AppDomain.CurrentDomain.GetAssemblies().First(a => a.GetName().Name == dll.Replace(".dll", ""));
#else
Assembly hotUpdateAss = Assembly.Load((handle.AssetObject as TextAsset).bytes);
#endif
Debug.Log($"加载{dll}");
}
}
public void LoadDepDll(ResourcePackage package,List<string> dlls)
{
foreach (string dll in dlls)
{
if (package.GetAssetInfo(dll).Error == string.Empty)
{
AssetHandle handle = package.LoadAssetSync<TextAsset>(dll);
RuntimeApi.LoadMetadataForAOTAssembly((handle.AssetObject as TextAsset).bytes, HomologousImageMode.SuperSet);
}
}
}
public void LoadServerSettings()
{
string settingsPath = Path.Combine(Application.persistentDataPath, "settings.json");
if (File.Exists(settingsPath))
{
string json = File.ReadAllText(settingsPath);
ServerAddress = JsonUtility.FromJson<ServerSettings>(json).serverAddress;
isServer = JsonUtility.FromJson<ServerSettings>(json).isServer;
Debug.Log(ServerAddress);
}
else
{
string json = JsonUtility.ToJson(new ServerSettings(), true);
File.WriteAllText(settingsPath, json);
}
}
[System.Serializable]
public class ServerSettings
{
public string serverAddress;
public bool isServer;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
internal class FsmClearCacheBundle : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
var packageName = data.packageName;
var package = YooAssets.GetPackage(packageName);
var operation = package.ClearCacheFilesAsync(EFileClearMode.ClearUnusedBundleFiles);
operation.Completed += Operation_Completed;
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
private void Operation_Completed(YooAsset.AsyncOperationBase obj)
{
_machine.ChangeState<FsmStartGame>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
public class FsmCreateDownloader : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"创建资源下载器{data.packageName}");
CreateDownloader();
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
void CreateDownloader()
{
var packageName = data.packageName;
var package = YooAssets.GetPackage(packageName);
var downloader = package.CreateResourceDownloader(10, 3);
downloader.DownloadErrorCallback = data.downloadError;
downloader.DownloadFinishCallback = data.downloadFinish;
downloader.DownloadUpdateCallback = data.downloadUpdate;
var curVersion = PlayerPrefs.GetString($"{packageName}_Version", string.Empty);
var packageVersion = (string)_machine.GetBlackboardValue($"{packageName}_Version");
_machine.SetBlackboardValue($"{packageName}_Downloader", downloader);
if (downloader.TotalDownloadCount == 0)
{
Debug.Log("Not found any download files !");
_machine.ChangeState<FsmStartGame>();
}
else
{
if (data.autoDownload)
{
_machine.ChangeState<FsmDownloadPackageFiles>();
}
else
{
MessageBox.Show()
.SetTitle(packageName)
.SetContent($"发现资源更新\n{curVersion}=>{packageVersion}: {downloader.TotalDownloadBytes / 1024f / 1024f:F1}MB")
.AddButton("下载", (box) => { _machine.ChangeState<FsmDownloadPackageFiles>(); })
.AddButton("取消", (box) =>
{
downloader.CancelDownload();
data.useLocal = true;
_machine.SetBlackboardValue("PatchOperationData", data);
_machine.ChangeState<FsmRequestPackageVersion>();
})
.AddButton("退出", (box) => { Application.Quit(); });
}
}
}
}

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using System.Collections;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
public class FsmDownloadPackageFiles : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"{data.packageName}开始下载资源文件");
GameManager.Inst.StartCoroutine(BeginDownload());
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
private IEnumerator BeginDownload()
{
var downloader = (ResourceDownloaderOperation)_machine.GetBlackboardValue($"{data.packageName}_Downloader");
downloader.BeginDownload();
yield return downloader;
// 检测下载结果
if (downloader.Status != EOperationStatus.Succeed)
{
MessageBox.Show()
.SetTitle(data.packageName)
.SetContent($"下载失败{downloader.Error}")
.AddButton("退出", (box) => { Application.Quit(); });
yield break;
}
_machine.ChangeState<FsmDownloadPackageOver>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
internal class FsmDownloadPackageOver : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"{data.packageName}下载完成");
//// 注意:下载完成之后再保存本地版本
//if (data.playMode != EPlayMode.EditorSimulateMode)
//{
// var packageVersion = (string)_machine.GetBlackboardValue($"{data.packageName}_Version");
// PlayerPrefs.SetString($"{data.packageName}_Version", packageVersion);
// Debug.Log($"{data.packageName} 更新流程完毕 保存版本{packageVersion}");
//}
_machine.ChangeState<FsmClearCacheBundle>();
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
}

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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)
{
string hostServerIP = $"http://localhost:8080/{Application.productName}";
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)
return $"{hostServerIP}/CDN/Android/{packageName}/{appVersion}";
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}";
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
internal class FsmRequestPackageVersion : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"更新版本信息{data.packageName}");
GameManager.Inst.StartCoroutine(UpdatePackageVersion());
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
private IEnumerator UpdatePackageVersion()
{
var packageName = data.packageName;
var package = YooAssets.GetPackage(packageName);
var operation = package.RequestPackageVersionAsync(true,10);
var curVersion = PlayerPrefs.GetString($"{packageName}_Version", string.Empty);
yield return operation;
if (operation.Status != EOperationStatus.Succeed || data.useLocal)
{
Debug.LogWarning(operation.Error);
if (string.IsNullOrEmpty(curVersion))
{
MessageBox.Show()
.SetTitle(packageName)
.SetContent(operation.Error)
.AddButton("退出", (box) => { Application.Quit(); });
}
else
{
Debug.Log($"{packageName}获取上次成功记录的版本{curVersion}");
_machine.SetBlackboardValue($"{packageName}_Version", curVersion);
_machine.ChangeState<FsmUpdatePackageManifest>();
}
}
else
{
Debug.Log($"{packageName}获取远端资源版本成功{operation.PackageVersion}");
_machine.SetBlackboardValue($"{packageName}_Version", operation.PackageVersion);
_machine.ChangeState<FsmUpdatePackageManifest>();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
internal class FsmStartGame : IStateNode
{
private PatchOperation _owner;
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_owner = machine.Owner as PatchOperation;
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
if (data.playMode != EPlayMode.EditorSimulateMode)
{
var packageVersion = (string)_machine.GetBlackboardValue($"{data.packageName}_Version");
PlayerPrefs.SetString($"{data.packageName}_Version", packageVersion);
Debug.Log($"{data.packageName} 更新流程完毕 保存版本{packageVersion}");
}
_owner.SetFinish();
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using YooAsset;
public class FsmUpdatePackageManifest : IStateNode
{
private StateMachine _machine;
PatchOperationData data;
void IStateNode.OnCreate(StateMachine machine)
{
_machine = machine;
}
void IStateNode.OnEnter()
{
data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
Debug.Log($"更新资源清单{data.packageName}");
GameManager.Inst.StartCoroutine(UpdateManifest());
}
void IStateNode.OnUpdate()
{
}
void IStateNode.OnExit()
{
}
private IEnumerator UpdateManifest()
{
var packageName = data.packageName;
var packageVersion = (string)_machine.GetBlackboardValue($"{packageName}_Version");
var package = YooAssets.GetPackage(packageName);
var operation = package.UpdatePackageManifestAsync(packageVersion);
yield return operation;
if (operation.Status != EOperationStatus.Succeed)
{
Debug.LogWarning(operation.Error);
MessageBox.Show()
.SetTitle(packageName)
.SetContent(operation.Error)
.AddButton("退出", (box) => { Application.Quit(); });
yield break;
}
else
{
Debug.Log($"{packageName}资源清单更新成功");
_machine.ChangeState<FsmCreateDownloader>();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using YooAsset;
public class PatchManager : Singleton<PatchManager>
{
public PatchOperationData PreloadData(EPlayMode PlayMode)
{
PatchOperationData preload = new PatchOperationData();
preload.packageName = "Preload";
preload.playMode = PlayMode;
preload.autoDownload = true;
//preload.downloadError = DefDownloadError;
//preload.downloadFinish = DefDownloadFinsh;
return preload;
}
public PatchOperationData MainData(EPlayMode PlayMode, DownloaderOperation.DownloadUpdate DownloadUpdate)
{
PatchOperationData main = new PatchOperationData();
main.packageName = "Main";
main.playMode = PlayMode;
main.autoDownload = GameManager.Inst.isServer?true:false;
//main.downloadError = DefDownloadError;
main.downloadUpdate = DownloadUpdate;
//main.downloadFinish = DefDownloadFinsh;
return main;
}
//Ĭ<><C4AC><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD><D8B4><EFBFBD>ص<EFBFBD>
//public void DefDownloadError(DownloadErrorData downloadErrorData)
//{
// MessageBox.Show()
// .SetTitle(packageName)
// .SetContent(downloadErrorData.ErrorInfo)
// .AddButton("<22>˳<EFBFBD>", (box) => { Application.Quit(); });
//}
}

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using UnityEngine;
using UniFramework.Machine;
using UniFramework.Event;
using YooAsset;
public class PatchOperation : GameAsyncOperation
{
private enum ESteps
{
None,
Update,
Done,
}
private readonly EventGroup _eventGroup = new EventGroup();
private readonly StateMachine _machine;
private readonly string _packageName;
private ESteps _steps = ESteps.None;
public PatchOperation(PatchOperationData data)
{
_packageName = data.packageName;
// 创建状态机
_machine = new StateMachine(this);
_machine.AddNode<FsmInitializePackage>();
_machine.AddNode<FsmRequestPackageVersion>();
_machine.AddNode<FsmUpdatePackageManifest>();
_machine.AddNode<FsmCreateDownloader>();
_machine.AddNode<FsmDownloadPackageFiles>();
_machine.AddNode<FsmDownloadPackageOver>();
_machine.AddNode<FsmClearCacheBundle>();
_machine.AddNode<FsmStartGame>();
_machine.SetBlackboardValue("PatchOperationData", data);
}
protected override void OnStart()
{
_steps = ESteps.Update;
_machine.Run<FsmInitializePackage>();
}
protected override void OnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.Update)
{
_machine.Update();
}
}
protected override void OnAbort()
{
}
public void SetFinish()
{
_steps = ESteps.Done;
_eventGroup.RemoveAllListener();
Status = EOperationStatus.Succeed;
Debug.Log($"Package {_packageName} patch done !");
}
}
public class PatchOperationData
{
public string packageName;
public EPlayMode playMode;
public bool autoDownload;
public bool useLocal;
public DownloaderOperation.DownloadError downloadError;
public DownloaderOperation.DownloaderFinish downloadFinish;
public DownloaderOperation.DownloadUpdate downloadUpdate;
}

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using UnityEngine;
using UnityEngine.UI;
using System;
using System.Collections.Generic;
public class MessageBox : MonoBehaviour
{
[SerializeField] private GameObject panel;
[SerializeField] private Text titleText;
[SerializeField] private Text contentText;
[SerializeField] private Transform buttonsParent;
[SerializeField] private GameObject buttonPrefab;
private static readonly List<MessageBox> hiddenMessageBoxes = new List<MessageBox>();
private readonly List<Button> createdButtons = new List<Button>();
public static MessageBox Show()
{
if (hiddenMessageBoxes.Count > 0)
{
MessageBox box = hiddenMessageBoxes[0];
hiddenMessageBoxes.RemoveAt(0);
box.gameObject.SetActive(true);
box.panel.SetActive(true);
return box;
}
var prefab = Resources.Load<GameObject>("MessageBox");
if (!prefab)
{
Debug.LogError("MessageBox prefab not found in Resources");
return null;
}
var go = Instantiate(prefab, GameManager.Inst.MainUICanvas.transform);
go.name = "MessageBox";
var messageBox = go.GetComponent<MessageBox>();
return messageBox;
}
public void Hide()
{
panel.SetActive(false);
ClearButtons();
gameObject.SetActive(false);
hiddenMessageBoxes.Add(this);
}
private void ClearButtons()
{
foreach (var button in createdButtons)
{
if (button != null) Destroy(button.gameObject);
}
createdButtons.Clear();
}
public MessageBox SetTitle(string title)
{
titleText.text = title;
return this;
}
public MessageBox SetContent(string content)
{
contentText.text = content;
return this;
}
public MessageBox AddButton(string text, Action<MessageBox> onClick = null)
{
var button = Instantiate(buttonPrefab, buttonsParent).GetComponent<Button>();
button.GetComponentInChildren<Text>().text = text;
button.onClick.AddListener(() =>
{
onClick?.Invoke(this);
Hide();
});
createdButtons.Add(button);
button.gameObject.SetActive(true);
return this;
}
}

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