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() { } }