Init
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using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UniFramework.Machine;
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using YooAsset;
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internal class FsmInitializePackage : IStateNode
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{
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private StateMachine _machine;
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PatchOperationData data;
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void IStateNode.OnCreate(StateMachine machine)
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{
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_machine = machine;
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}
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void IStateNode.OnEnter()
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{
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data = (PatchOperationData)_machine.GetBlackboardValue("PatchOperationData");
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Debug.Log($"初始化{data.packageName},下载路径:{GetHostServerURL(data.packageName)}");
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GameManager.Inst.StartCoroutine(InitPackage());
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}
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void IStateNode.OnUpdate()
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{
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}
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void IStateNode.OnExit()
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{
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}
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private IEnumerator InitPackage()
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{
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var playMode = data.playMode;
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var packageName = data.packageName;
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// 创建资源包裹类
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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package = YooAssets.CreatePackage(packageName);
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// 编辑器下的模拟模式
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InitializationOperation initializationOperation = null;
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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var buildResult = EditorSimulateModeHelper.SimulateBuild(packageName);
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var packageRoot = buildResult.PackageRootDirectory;
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var createParameters = new EditorSimulateModeParameters();
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createParameters.EditorFileSystemParameters = FileSystemParameters.CreateDefaultEditorFileSystemParameters(packageRoot);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 单机运行模式
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if (playMode == EPlayMode.OfflinePlayMode)
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{
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var createParameters = new OfflinePlayModeParameters();
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createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 联机运行模式
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if (playMode == EPlayMode.HostPlayMode)
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{
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// 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
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var buildinFileSystemParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
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buildinFileSystemParams.AddParameter(FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST, true);
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string defaultHostServer = GetHostServerURL(packageName);
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string fallbackHostServer = GetHostServerURL(packageName);
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IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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// 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。
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var cacheFileSystemParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(remoteServices);
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cacheFileSystemParams.AddParameter(FileSystemParametersDefine.INSTALL_CLEAR_MODE, EOverwriteInstallClearMode.None);
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var createParameters = new HostPlayModeParameters();
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createParameters.BuildinFileSystemParameters = packageName == "Preload" ? buildinFileSystemParams : null;
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createParameters.CacheFileSystemParameters = cacheFileSystemParams;
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// WebGL运行模式
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if (playMode == EPlayMode.WebPlayMode)
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{
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#if UNITY_WEBGL && WEIXINMINIGAME && !UNITY_EDITOR
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var createParameters = new WebPlayModeParameters();
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string defaultHostServer = GetHostServerURL(packageName);
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string fallbackHostServer = GetHostServerURL(packageName);
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string packageRoot = $"{WeChatWASM.WX.env.USER_DATA_PATH}/__GAME_FILE_CACHE"; //注意:如果有子目录,请修改此处!
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IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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createParameters.WebServerFileSystemParameters = WechatFileSystemCreater.CreateFileSystemParameters(packageRoot, remoteServices);
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initializationOperation = package.InitializeAsync(createParameters);
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#else
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var createParameters = new WebPlayModeParameters();
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createParameters.WebServerFileSystemParameters = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
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initializationOperation = package.InitializeAsync(createParameters);
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#endif
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}
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yield return initializationOperation;
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// 如果初始化失败弹出提示界面
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if (initializationOperation.Status != EOperationStatus.Succeed)
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{
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MessageBox.Show()
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.SetTitle(packageName)
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.SetContent($"{initializationOperation.Error}")
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.AddButton("退出", (box) => { Application.Quit(); });
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}
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else
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{
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_machine.ChangeState<FsmRequestPackageVersion>();
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}
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}
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/// <summary>
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/// 获取资源服务器地址
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/// </summary>
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public string GetHostServerURL(string packageName)
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{
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string hostServerIP = $"http://localhost:8080/{Application.productName}";
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if (GameManager.Inst.ServerAddress != "" && GameManager.Inst.ServerAddress != null)
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hostServerIP = $"{GameManager.Inst.ServerAddress}/{Application.productName}";
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string appVersion = "v1";
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#if UNITY_EDITOR
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if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.Android)
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return $"{hostServerIP}/CDN/Android/{packageName}/{appVersion}";
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else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.iOS)
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return $"{hostServerIP}/CDN/IPhone/{packageName}/{appVersion}";
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else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.WebGL)
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return $"{hostServerIP}/CDN/WebGL/{packageName}/{appVersion}";
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else
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return $"{hostServerIP}/CDN/PC/{packageName}/{appVersion}";
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#else
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if (Application.platform == RuntimePlatform.Android)
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return $"{hostServerIP}/CDN/Android/{packageName}/{appVersion}";
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else if (Application.platform == RuntimePlatform.IPhonePlayer)
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return $"{hostServerIP}/CDN/IPhone/{packageName}/{appVersion}";
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else if (Application.platform == RuntimePlatform.WebGLPlayer)
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return $"{hostServerIP}/CDN/WebGL/{packageName}/{appVersion}";
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else
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return $"{hostServerIP}/CDN/PC/{packageName}/{appVersion}";
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#endif
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}
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/// <summary>
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/// 远端资源地址查询服务类
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/// </summary>
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private class RemoteServices : IRemoteServices
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{
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private readonly string _defaultHostServer;
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private readonly string _fallbackHostServer;
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public RemoteServices(string defaultHostServer, string fallbackHostServer)
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{
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_defaultHostServer = defaultHostServer;
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_fallbackHostServer = fallbackHostServer;
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}
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string IRemoteServices.GetRemoteMainURL(string fileName)
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{
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return $"{_defaultHostServer}/{fileName}";
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}
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string IRemoteServices.GetRemoteFallbackURL(string fileName)
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{
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return $"{_fallbackHostServer}/{fileName}";
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}
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}
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}
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