using Cysharp.Threading.Tasks;
using HotMain.SHGame.YooAsset;
using HotMain.SHGame.YooAsset.StreamingAssetsHelper;
using SHFrame;
using SHFrame.FSM;
using YooAsset;
namespace HotMain.SHGame.Procedure
{
///
/// 初始化资源包
///
public class ProcedureInitializePackage : ProcedureBase
{
#if UNITY_EDITOR
public static EPlayMode PlayMode = EPlayMode.EditorSimulateMode;
#else
public static EPlayMode PlayMode = EPlayMode.HostPlayMode;
#endif
public static string RawFilePackageName = "RawFilePackage";
public static string DefaultPackageName = "DefaultPackage";
//热更新的dll名称
public static readonly string[] HotDllName =
{
"JNGame.Runtime.dll",
"HotSamples.dll",
"GameScripts.dll",
};
public static readonly string[] AotMetaAssemblyFiles =
{
"mscorlib.dll",
"System.dll",
"System.Core.dll",
};
protected override void OnEnter(IFsm procedureOwner)
{
base.OnEnter(procedureOwner);
InitPackage(procedureOwner).Forget();
}
private async UniTask InitPackage(IFsm procedureOwner)
{
Log.Debug($"YooAssets 开始初始化");
// 1.初始化资源系统
YooAssets.Initialize();
var rawFilePackage = await InitYooPackage(RawFilePackageName, true);
var defaultPackage = await InitYooPackage(DefaultPackageName, false);
Log.Debug($"YooAssets 初始化完成");
// 设置该资源包为默认的资源包,可以使用YooAssets相关加载接口加载该资源包内容。
YooAssets.SetDefaultPackage(defaultPackage);
// 切换到更新资源清单
ChangeState(procedureOwner);
}
private async UniTask InitYooPackage(string packageName, bool isRaw)
{
// 创建资源包
var package = YooAssets.TryGetPackage(packageName) ?? YooAssets.CreatePackage(packageName);
InitializationOperation initOperation = null;
switch (PlayMode)
{
case EPlayMode.EditorSimulateMode:
// 编辑器模拟模式
EDefaultBuildPipeline buildPipeline = isRaw ? EDefaultBuildPipeline.RawFileBuildPipeline : EDefaultBuildPipeline.ScriptableBuildPipeline;
var initParametersEditorSimulateMode = new EditorSimulateModeParameters
{
SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(buildPipeline, packageName)
};
initOperation = package.InitializeAsync(initParametersEditorSimulateMode);
break;
case EPlayMode.OfflinePlayMode:
// 单机模式
var initParametersOfflinePlayMode = new OfflinePlayModeParameters
{
DecryptionServices = new FileStreamDecryption()
};
initOperation = package.InitializeAsync(initParametersOfflinePlayMode);
break;
case EPlayMode.HostPlayMode:
//联机运行模式
// 注意:GameQueryServices.cs 太空战机的脚本类,详细见StreamingAssetsHelper.cs
string HostServer = $"http://ngame.jisol.cn/JNGame2/{packageName}";
var createParameters = new HostPlayModeParameters();
createParameters.DecryptionServices = new FileStreamDecryption();
createParameters.BuildinQueryServices = new GameQueryServices();
createParameters.RemoteServices = new RemoteServices(HostServer, HostServer);
initOperation = package.InitializeAsync(createParameters);
break;
}
await initOperation.ToUniTask();
return package;
}
}
}