Init
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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 FsmStartGame : IStateNode
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{
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private PatchOperation _owner;
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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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_owner = machine.Owner as PatchOperation;
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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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if (data.playMode != EPlayMode.EditorSimulateMode)
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{
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var packageVersion = (string)_machine.GetBlackboardValue($"{data.packageName}_Version");
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PlayerPrefs.SetString($"{data.packageName}_Version", packageVersion);
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Debug.Log($"{data.packageName} 更新流程完毕 保存版本{packageVersion}");
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}
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_owner.SetFinish();
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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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}
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