private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { Log.Debug(PathHelper.AppHotfixResPath); SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); //计时器 Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); // Game.Scene.AddComponent <UIComponent>(); //UI // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run <string>(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <UnitComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); ClientConfigHelper.SetConfigHelper(); Game.EventSystem.Add(DLLType.Core, typeof(Core).Assembly); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001); Log.Debug($"config {JsonHelper.ToJson(unitConfig)}"); //添加指定与网络组件 Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); ////添加UI组件 Game.Scene.AddComponent <UIComponent>(); Game.Scene.AddComponent <GamerComponent>(); //加上消息分发组件MessageDispatcherComponent Game.Scene.AddComponent <MessageDispatcherComponent>(); //执行斗地主初始事件,也就是创建LandLogin界面 Game.EventSystem.Run(UIEventType.LandInitSceneStart); ////练习3 //TestRoom room = ComponentFactory.Create<TestRoom>(); //room.AddComponent<TimeTestComponent>(); //room.GetComponent<TimeTestComponent>().Run(Typebehavior.Waiting, 5000); //测试发送给服务端一条文本消息 Session session = Game.Scene.GetComponent <NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address); G2C_TestMessage g2CTestMessage = (G2C_TestMessage)await session.Call(new C2G_TestMessage() { Info = "==>>服务端的朋友,你好!收到请回答" }); } catch (Exception e) { Log.Error(e); } }
/*#if UNITY_ANDROID * private int scaleWidth = 0; * private int scaleHeight = 0; * public void setDesignContentScale() * { * if (scaleWidth == 0 && scaleHeight == 0) * { * int width = Screen.currentResolution.width; * int height = Screen.currentResolution.height; * int designWidth = 1136; * int designHeight = 640; * float s1 = (float)designWidth / (float)designHeight; * float s2 = (float)width / (float)height; * if (s1 < s2) * { * designWidth = (int)Mathf.FloorToInt(designHeight * s2); * } * else if (s1 > s2) * { * designHeight = (int)Mathf.FloorToInt(designWidth / s2); * } * float contentScale = (float)designWidth / (float)width; * if (contentScale < 1.0f) * { * scaleWidth = designWidth; * scaleHeight = designHeight; * } * } * if (scaleWidth > 0 && scaleHeight > 0) * { * if (scaleWidth % 2 == 0) * { * scaleWidth += 1; * } * else * { * scaleWidth -= 1; * } * Screen.SetResolution(scaleWidth, scaleHeight, true); * } * } * * void OnApplicationPause(bool paused) * { * if (paused) * { * } * else * { * setDesignContentScale(); * } * } #endif*/ private async void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; //禁用多点触控 Input.multiTouchEnabled = false; Application.targetFrameRate = TargetFrameRate; ETModel.Define.IsABNotFromServer = isABNotFromServer; ETModel.Define.SelfResourceServerIpAndPort = selfResourceServerIpAndPort; ETModel.Define.isShowFPS = isShowFPS; ETModel.Define.versionGameCode = versionGameCode; ETModel.Define.GameShowVersion = GameShowVersion; ETModel.Define.isInnetNet = isInnetNet; try { //播放背景音乐 GameSoundPlayer.Instance.PlayBgMusic("ExampleBgMusic"); Define.isUseAssetBundle = isUseAssetBundle; DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <UIComponent>(); Game.Scene.AddComponent <BundleDownloaderComponent>(); Game.EventSystem.Run(EventIdType.LoadingBegin);//打开进度条,最外层的 var IsGameVersionCodeEqual = await BundleHelper.IsGameVersionCodeEqual(); if (!IsGameVersionCodeEqual) { return; } // 下载ab包 await BundleHelper.DownloadBundle(); //await TestWifiUi(); Game.Scene.RemoveComponent <BundleDownloaderComponent>(); //解析abmapping ABManager.Init(); //下载好了,声音ab绑定到固定的地方 await ResetSoundPlayers(); await UniTask.DelayFrame(1); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 await Game.Scene.GetComponent <ResourcesComponent>().LoadBundleAsync("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Hotfix.GotoHotfix(); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { if (Application.unityVersion != "2017.1.3p2") { Log.Warning($"请使用Unity2017.1.3p2, 下载地址:\n https://beta.unity3d.com/download/744dab055778/UnityDownloadAssistant-2017.1.3p2.exe?_ga=2.42497696.443074145.1521714954-1119432033.1499739574"); } SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Application.targetFrameRate = 45; // 永不息屏 Screen.sleepTimeout = SleepTimeout.NeverSleep; // 禁止多点触摸 Input.multiTouchEnabled = false; Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <BehaviorTreeComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); Game.Scene.AddComponent <SessionComponent>(); //新增Component Game.Scene.AddComponent <SoundComponent>(); // 获取网络配置表 await NetConfig.getInstance().Req("http://fwdown.hy51v.com/njmj/online/files/netconfig.json"); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); #region ///20190620 Game.Scene.AddComponent <CameraComponent>(); //创建相机组件CameraComponent Game.Scene.AddComponent <NumericWatcherComponent>(); //创建数值组件NumericWatcherComponent #endregion Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <UIComponent>(); #region ///20190613 Game.Scene.AddComponent <MonsterComponent>(); Game.Scene.AddComponent <MonsterUnitComponent>(); Game.Scene.AddComponent <TestComponent>(); #endregion // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { //给Socket线程队列同步用的 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); //反射当前所有的dll Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); //全局配置文件(服务器的链接IP 资源服务器的HTTP地址) Game.Scene.AddComponent <GlobalConfigComponent>(); //网络组件,进行服务器通讯的额组件 Game.Scene.AddComponent <NetOuterComponent>(); //资源管理组件(AB包) Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); //单元组件(熊猫用来做帧同步 Demo用) Game.Scene.AddComponent <UnitComponent>(); //ET的UI框架 Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); //读取热更代码(调用ILRuntime) Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //消息识别码组件 Game.Scene.AddComponent <OpcodeTypeComponent>(); //消息分发组件 Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Hotfix.GotoHotfix(); //测试代码 可以删 Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { if (Application.unityVersion != "2017.1.3p2") { Log.Warning($"请使用Unity2017.1.3p2, 下载地址:\n https://beta.unity3d.com/download/744dab055778/UnityDownloadAssistant-2017.1.3p2.exe?_ga=2.42497696.443074145.1521714954-1119432033.1499739574"); } SynchronizationContext.SetSynchronizationContext(this.contex); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); //Game.Scene.AddComponent<UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); //加载行为树 Log.Debug("开始加载行为树"); Game.Scene.AddComponent <BeahaviacComponent>(); //新Ui Log.Debug("加载UI框架"); Game.Scene.AddComponent <UIManagerComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <UIComponent>(); Game.Scene.AddComponent <ResGroupLoadComponent>(); Game.Scene.AddComponent <MobileSdkComponent>(); Game.Scene.AddComponent <CarouseComponent>(); Game.Scene.AddComponent <TaskManagerComponent>(); Game.Scene.AddComponent <ClickEffectComponent>(); Game.Scene.AddComponent <AsyncImageDownloadComponent>(); //棋牌游戏类型 Game.Scene.AddComponent <ClientComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); if (Define.UseEditorResouces) { Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Scene.AddComponent <SoundComponent>(); Game.Scene.AddComponent <ETimerComponent>(); Game.Scene.AddComponent <SimpleObjectPoolComponent>(); Game.Scene.AddComponent <OpenInstallComponent>(); Game.Scene.AddComponent <QRCodeComponent>(); Game.Scene.AddComponent <StageScaleModeComponent>(); Game.Scene.AddComponent <LocalizationComponent>(); StageScaleModeComponent.Instance.ChangeScaleMode(StageScaleMode.FULL_SCREEN); Game.Hotfix.GotoHotfix(); } } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { #if UNITY_EDITOR Define.IsAsync = isNetworkBundle; #endif #if PLATFORM_STANDALONE_WIN Log.Debug("修改分辨率了啊"); Screen.SetResolution(640, 360, false); #endif SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); gameObject.AddComponent <CoroutineMgr>(); //添加协程管理类 // 下载ab包 await BundleHelper.DownloadBundle(); //加载热更项目 Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //消息分派组件 Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); //直接添加Session组件 Game.Scene.AddComponent <SessionComponent>(); //执行热更项目 Game.Hotfix.GotoHotfix(); //Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); ClientConfigHelper.SetConfigHelper(); Game.EventSystem.Add(DLLType.Core, typeof(Core).Assembly); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); //Log.Info(typeof(Core).Assembly.ToString()); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); //Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001); Log.Debug($"config {JsonHelper.ToJson(unitConfig)}"); // 网络同步方式组件 Game.Scene.AddComponent <NetSyncComponent, SyncType>(SyncType.State); //Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.InitSceneStart); //Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); //通过反射机制,获取特性来加载DLL里面的类 Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); //全局配置组件(热更新服务器地址等) Game.Scene.AddComponent <GlobalConfigComponent>(); //网络连接组件(跟服务器通信) Game.Scene.AddComponent <NetOuterComponent>(); //资源管理组件(热更新资源管理,AB包) Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); //UI管理组件 Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); // 加载热更新代码DLL Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //协议类型组件,标识码 Game.Scene.AddComponent <OpcodeTypeComponent>(); //消息分发组件 Game.Scene.AddComponent <MessageDispatcherComponent>(); //保存User信息及ID Game.Scene.AddComponent <ClientComponent>(); //执行热更,热更层的入口 Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { if (Application.unityVersion != "2017.1.0p5") { Log.Warning($"当前版本:{Application.unityVersion}, 最好使用运行指南推荐版本!"); } SynchronizationContext.SetSynchronizationContext(this.contex); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <BehaviorTreeComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); //斗地主客户端自定义全局组件 //用于保存玩家本地数据 Game.Scene.AddComponent <ClientComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); //帧同步服务器 //Game.Scene.AddComponent<ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); //加载声音,讲道理这里也要添加一个组件,声音的中间层 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("audiocontroller.unity3d"); GameObject audiocontroller = (GameObject)Game.Scene.GetComponent <ResourcesComponent>().GetAsset("audiocontroller.unity3d", "AudioController"); GameObject.Instantiate(audiocontroller); //加载字体组件 Game.Scene.AddComponent <FontComponent>(); Game.Hotfix.GotoHotfix(); //给热更层发消息 //Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { if (!Application.unityVersion.StartsWith("2017.4")) { Log.Error($"新人请使用Unity2017.4版本,减少跑demo遇到的问题! 下载地址:\n https://unity3d.com/cn/unity/qa/lts-releases?_ga=2.227583646.282345691.1536717255-1119432033.1499739574"); } SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); // Game.Scene.AddComponent<UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); //新Ui Log.Debug("加载UI框架"); Game.Scene.AddComponent <UIManagerComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { //上下文同步 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); //禁止销毁 在切换场景的时候 DontDestroyOnLoad(gameObject); //遍历Model的程序集 缓存各个加了特性标签的对象 Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); //计时器 Game.Scene.AddComponent <GlobalConfigComponent>(); //全局配置 Game.Scene.AddComponent <NetOuterComponent>(); //外网组件 提供创建网络通道 在每个通道内部维护消息是收发处理 Game.Scene.AddComponent <ResourcesComponent>(); //资源组件 提供AB加载 Game.Scene.AddComponent <PlayerComponent>(); //玩家组件 提供玩家管理 Game.Scene.AddComponent <UnitComponent>(); //单位组件 它的实体加了HideInHierarchy 表示在层级视图中隐藏 Game.Scene.AddComponent <UIComponent>(); //UI组件 // 下载ab包 await BundleHelper.DownloadBundle(); //加载热更新代码 Game.Hotfix.LoadHotfixAssembly(); // 加载资源配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); UnitConfig unit = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //操作码 协议号 Game.Scene.AddComponent <OpcodeTypeComponent>(); //消息分发 Game.Scene.AddComponent <MessageDispatcherComponent>(); //初始化IL Game.Hotfix.GotoHotfix(); //测试热修复订阅事件 Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <ResourcesAsyncComponent>(); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <UIComponent>(); if (!Assets.development) { //下载地址 //Assets.downloadURL = @"http://192.168.50.2:9191/"; Assets.downloadURL = GlobalConfigComponent.Instance.GlobalProto.AssetBundleServerUrl; //Assets.downloadURL = @"file://" + Application.dataPath + "/../../LoaclServer/"; // 下载ab包 await BundleHelper.DownloadBundle(); } Game.Hotfix.LoadHotfixAssembly(); // 加载配置 //Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("config.unity3d"); //Game.Scene.AddComponent<ConfigComponent>(); //Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Hotfix.GotoHotfix(); } catch (Exception e) { Log.Error(e); } }
private async void Start() { try { if (Application.unityVersion != "2017.4.3f1") { Log.Error($"新人请使用Unity2017.4.3f1,减少跑demo遇到的问题! 下载地址:\n https://download.unity3d.com/download_unity/21ae32b5a9cb/UnityDownloadAssistant-2017.4.3f1.exe"); } SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); //Game.Scene.AddComponent<BehaviorTreeComponent>(); //Game.Scene.AddComponent<PlayerComponent>(); //Game.Scene.AddComponent<UnitComponent>(); //Game.Scene.AddComponent<ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 //Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("config.unity3d"); //Game.Scene.AddComponent<ConfigComponent>(); //Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatherComponent>(); Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async void OnButtonClick_Enter() { switch (this.downloadState) { case DownloadState.Begin: case DownloadState.Retry: // 下载 SetState(DownloadState.Quit); await BundleHelper.DownloadBundle(); break; case DownloadState.Done: // 完成 Done(); break; case DownloadState.Quit: // 退出游戏 Application.Quit(); break; } }
private async void Start() { try { if (!Application.unityVersion.StartsWith("2017.4")) { Log.Error($"新人请使用Unity2017.4版本,减少跑demo遇到的问题! 下载地址:\n https://unity3d.com/cn/unity/qa/lts-releases?_ga=2.227583646.282345691.1536717255-1119432033.1499739574"); } //线程同步队列,对socket的回调进行排序调用 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); //这个类会一直保留 //通过反射机制,获取特性得到DLL里面的类 Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); //全局配置组件 (热更新资源地址,服务器ID端口) Game.Scene.AddComponent <GlobalConfigComponent>(); //网络通信组件(和服务器通信) Game.Scene.AddComponent <NetOuterComponent>(); //资源管理组件 (热更资源的管理,AB包) Game.Scene.AddComponent <ResourcesComponent>(); //玩家组建 DEMO使用的 Game.Scene.AddComponent <PlayerComponent>(); //DEMO使用的 Game.Scene.AddComponent <UnitComponent>(); //帧同步组件 Game.Scene.AddComponent <ClientFrameComponent>(); //UI组件 Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); //加载热更新资源 Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //协议类型组件 Game.Scene.AddComponent <OpcodeTypeComponent>(); //消息分发 Game.Scene.AddComponent <MessageDispatherComponent>(); //执行热更层的代码 Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); // 全局配置 GlobalProto.txt // {"AssetBundleServerUrl":"http://127.0.0.1:8080/","Address":"127.0.0.1:10002"} Game.Scene.AddComponent <GlobalConfigComponent>(); // 网络组件连接组件(跟服务器通信) Game.Scene.AddComponent <NetOuterComponent>(); // 资源管理组件(热更新资源的管理,AB包) Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <TankComponent>(); Game.Scene.AddComponent <NumericWatcherComponent>(); // FGUI包管理 Game.Scene.AddComponent <FUIPackageComponent>(); // FGUI组件管理 Game.Scene.AddComponent <FUIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); await Game.Scene.GetComponent <FUIPackageComponent>().CreateConstPackage(); // 加载热更新 Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); // Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); // 协议类型 Game.Scene.AddComponent <OpcodeTypeComponent>(); // 消息分发 (客户端跟服务器通讯,进行消息的分发传递) Game.Scene.AddComponent <MessageDispatcherComponent>(); // 执行热更层Hotfix的入口 Game.Hotfix.GotoHotfix(); Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { BsonHelper.Init(); ForwardRenderBridge.Instance.Init(); SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); DontDestroyOnLoad(MainCamera); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <NumericWatcherComponent>(); fixedUpdate = new FixedUpdate() { UpdateCallback = () => Game.EventSystem.FixedUpdate() }; Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <CoroutineLockComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <FUIPackageComponent>(); Game.Scene.AddComponent <FUIComponent>(); Game.Scene.AddComponent <FUIInitComponent>(); //用户输入管理组件 Game.Scene.AddComponent <UserInputComponent>(); Game.Scene.AddComponent <CampAllocManagerComponent>(); Game.Scene.AddComponent <MouseTargetSelectorComponent>(); Game.Scene.AddComponent <GameObjectPool>(); // 下载ab包 await BundleHelper.DownloadBundle(); Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Scene.AddComponent <HeroBaseDataRepositoryComponent>(); Game.Scene.AddComponent <B2S_DebuggerComponent>(); Game.Hotfix.GotoHotfix(); Game.Scene.AddComponent <NP_SyncComponent>(); Game.Scene.AddComponent <NP_TreeDataRepository>(); Game.Scene.AddComponent <CDComponent>(); Game.Scene.AddComponent <SoundComponent>(); Game.Scene.GetComponent <SoundComponent>().PlayMusic("Sound_BGM", 0, 0.4f, true); //战斗系统的事件系统组件 Game.Scene.AddComponent <BattleEventSystem>(); //UnitFactory.NPBehaveTestCreate(); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { // SynchronizationContext类是用于多线程之间通信的一个类,其在通讯中充当了个传输者的角色 //异步Socket每次接收一步就会单独分出一个线程 //这里使异步方法全部会回调到主线程,进行Socket线程队列同步 //最后让收到的所有消息都是有序的 //搞懂 SynchronizationContext(第一部分)【翻译】:https://www.cnblogs.com/lzxianren/p/SynchronizationContext.html SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); //我懂了?!! //挂载DebuggerComponent gameObject.AddComponent <DebuggerComponent>(); //通知Unity这个GameObject永远不会销毁 DontDestroyOnLoad(gameObject); //反射当前所有dll,添加到反射系统 Model.dll 类型Init的程序集 Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); //计时器 Game.Scene.AddComponent <TimerComponent>(); //全局配置数据(服务器的链接IP、资源服务器的HTTP地址) Game.Scene.AddComponent <GlobalConfigComponent>(); //联网组件(进行服务器通讯用的组件) Game.Scene.AddComponent <NetOuterComponent>(); //热更新资源(资源管理,AB包) Game.Scene.AddComponent <ResourcesComponent>(); //所有玩家(用户信息、等) Game.Scene.AddComponent <PlayerComponent>(); //游戏单元 (Demo用的:骷髅模型) Game.Scene.AddComponent <UnitComponent>(); //ET的UI框架组件(掌管着ET的UI) Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); //读取热更代码 ILRuntime VM Game.Hotfix.LoadHotfixAssembly(); // 加载配置 描所有的带config.unity3d的ConfigAttribute标签的配置包(配置文件在Res/Config文件夹,并带有config.untiy3d标签) Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //消息代码识别码组件(操作码等) Game.Scene.AddComponent <OpcodeTypeComponent>(); //消息分发组件 收到消息后由哪个handler调用处理 Game.Scene.AddComponent <MessageDispatcherComponent>(); //进入热更层,执行ETHotfix.Init() Game.Hotfix.GotoHotfix(); //测试 分发数值监听事件 Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }
private async ETVoid StartAsync() { try { Application.runInBackground = true; #if UNITY_IOS || UNITY_ANDROID // Application.runInBackground = true; // Application.targetFrameRate = 60; Screen.sleepTimeout = SleepTimeout.NeverSleep; #endif #if LOG_ZSX var nodes = GameObject.Find("LoginCanvas"); if (nodes != null) { var node = nodes.GetComponentsInChildren <RectTransform>(); for (int i = 0; i < node.Length; i++) { node[i].gameObject.SetActive(false); } nodes.SetActive(true); } #endif SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <TimerComponent>(); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <LocalResourcesComponent>(); // Game.Scene.AddComponent<PlayerComponent>(); // Game.Scene.AddComponent<UnitComponent>(); Game.Scene.AddComponent <NetHttpComponent>(); Game.Scene.AddComponent <UIComponent>(); Game.Scene.AddComponent <NetLineSwitchComponent>(); #if UNITY_IOS TimerComponent iOSTimerComponent = Game.Scene.GetComponent <TimerComponent>(); while (true) { await iOSTimerComponent.WaitAsync(200); if (UnityEngine.Application.internetReachability != NetworkReachability.NotReachable) { break; } } #endif // 安装包更新 await InstallPacketHelper.CheckInstallPacket(); if (InstallPacketHelper.NeedInstallPacket()) { InstallPacketDownloaderComponent mInstallPacketDownloaderComponent = Game.Scene.GetComponent <InstallPacketDownloaderComponent>(); if (null != mInstallPacketDownloaderComponent) { bool mWaitting = true; string[] mArr = mInstallPacketDownloaderComponent.remoteInstallPacketConfig.Msg.Split(new string[] { "@%" }, StringSplitOptions.None); int mTmpLanguage = PlayerPrefsMgr.mInstance.GetInt(PlayerPrefsKeys.KEY_LANGUAGE, 2); if (mTmpLanguage < 0) { mTmpLanguage = 0; } int mGroup = mArr.Length / 3; if (mTmpLanguage < mGroup) { UIComponent.Instance.ShowNoAnimation(UIType.UIDialog, new UIDialogComponent.DialogData() { type = UIDialogComponent.DialogData.DialogType.Commit, title = mArr[mTmpLanguage], content = mArr[mTmpLanguage + mGroup], contentCommit = mArr[mTmpLanguage + 2 * mGroup], contentCancel = string.Empty, actionCommit = () => { mWaitting = false; }, actionCancel = null }); TimerComponent mUpdateTimerComponent = Game.Scene.GetComponent <TimerComponent>(); while (mWaitting) { await mUpdateTimerComponent.WaitAsync(200); } UIComponent.Instance.Remove(UIType.UIDialog); } } #if UNITY_ANDROID switch (UnityEngine.Application.internetReachability) { case NetworkReachability.ReachableViaCarrierDataNetwork: // "当前为运行商网络(2g、3g、4g)" string mTmpMsg = string.Empty; int mTmpLanguage = PlayerPrefsMgr.mInstance.GetInt(PlayerPrefsKeys.KEY_LANGUAGE, 2); switch (mTmpLanguage) { case 0: mTmpMsg = $"当前使用移动数据,需要消耗{mInstallPacketDownloaderComponent.remoteInstallPacketConfig.ApkSize / (1024 * 1024)}M流量,是否继续下载?"; break; case 1: mTmpMsg = $"The current use of mobile data, need to consume {mInstallPacketDownloaderComponent.remoteInstallPacketConfig.ApkSize / (1024 * 1024)} M, whether to download?"; break; case 2: mTmpMsg = $"當前使用移動數據,需要消耗{mInstallPacketDownloaderComponent.remoteInstallPacketConfig.ApkSize / (1024 * 1024)}M流量,是否繼續下載?"; break; } Game.Scene.GetComponent <UIComponent>().Show(UIType.UICarrierDataNetwork, new UICarrierDataNetworkComponent.UICarrierDataNetworkData() { Msg = mTmpMsg, Callback = async() => { await InstallPacketHelper.DownloadInstallPacket(); // Log.Debug($"下载完啦!"); // todo 调起安装 NativeManager.OpenApk(InstallPacketHelper.InstallPacketPath()); } }, null, 0); break; case NetworkReachability.ReachableViaLocalAreaNetwork: // wifi网络 await InstallPacketHelper.DownloadInstallPacket(); // todo 调起安装 NativeManager.OpenApk(InstallPacketHelper.InstallPacketPath()); return; } #elif UNITY_IOS UnityEngine.Application.OpenURL(mInstallPacketDownloaderComponent.remoteInstallPacketConfig.IOSUrl); Application.Quit(); #endif return; } // 下载ab包 await BundleHelper.CheckDownloadBundle(); BundleHelper.IsDownloadBundleFinish = false; if (BundleHelper.NeedDownloadBundle()) { #if UNITY_IOS bool AppStorePack = false; #if APPStore AppStorePack = true; #endif InstallPacketDownloaderComponent mInstallPacketDownloaderComponent = Game.Scene.GetComponent <InstallPacketDownloaderComponent>(); if (!mInstallPacketDownloaderComponent.remoteInstallPacketConfig.CheckRes && AppStorePack) { BundleHelper.DownloadBundleFinish(); } else #endif { BundleDownloaderComponent mBundleDownloaderComponent = Game.Scene.GetComponent <BundleDownloaderComponent>(); switch (UnityEngine.Application.internetReachability) { case NetworkReachability.ReachableViaCarrierDataNetwork: // "当前为运行商网络(2g、3g、4g)" string mTmpMsg = string.Empty; int mTmpLanguage = PlayerPrefsMgr.mInstance.GetInt(PlayerPrefsKeys.KEY_LANGUAGE, 2); switch (mTmpLanguage) { case 0: mTmpMsg = $"当前使用移动数据,需要消耗{mBundleDownloaderComponent.TotalSize / (1024 * 1024)}M流量,是否继续下载?"; break; case 1: mTmpMsg = $"The current use of mobile data, need to consume {mBundleDownloaderComponent.TotalSize / (1024 * 1024)} M, whether to download?"; break; case 2: mTmpMsg = $"當前使用移動數據,需要消耗{mBundleDownloaderComponent.TotalSize / (1024 * 1024)}M流量,是否繼續下載?"; break; } Game.Scene.GetComponent <UIComponent>().ShowNoAnimation(UIType.UICarrierDataNetwork, new UICarrierDataNetworkComponent.UICarrierDataNetworkData() { Msg = mTmpMsg, Callback = async() => { await BundleHelper.DownloadBundle(); BundleHelper.IsDownloadBundleFinish = true; }, }); TimerComponent timerComponent = Game.Scene.GetComponent <TimerComponent>(); while (true) { await timerComponent.WaitAsync(1000); if (BundleHelper.IsDownloadBundleFinish) { break; } } Game.Scene.GetComponent <UIComponent>().Remove(UIType.UICarrierDataNetwork); break; case NetworkReachability.ReachableViaLocalAreaNetwork: // wifi网络 await BundleHelper.DownloadBundle(); break; } } } else { BundleHelper.DownloadBundleFinish(); } Game.Hotfix.LoadHotfixAssembly(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <MessageDispatcherComponent>(); Game.Hotfix.GotoHotfix(); // Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent"); } catch (Exception e) { Log.Error(e); } }