/// <summary> #region 启动热更逻辑 /// <summary> /// 初始化 /// 修改版本,让这个启动逻辑由使用者自行处理 /// </summary> /// <param name="mainProjectTypes">Editor模式下,UPM隔离了DLL需要手动传入</param> /// <param name="GameId">单游戏更新启动不需要id,多游戏更新需要id号</param> public void Launch(Type[] mainProjectTypes, Action <bool> clrBindingAction, string gameId = "default") { BDebug.Log("Persistent:" + Application.persistentDataPath); BDebug.Log("StreamingAsset:" + Application.streamingAssetsPath); //主工程启动 IGameStart mainStart; foreach (var type in mainProjectTypes) { if (type.GetInterface(nameof(IGameStart)) != null) { mainStart = Activator.CreateInstance(type) as IGameStart; //注册 mainStart.Start(); OnUpdate += mainStart.Update; OnLateUpdate += mainStart.LateUpdate; break; } } //开始资源检测 AssetHelper.AssetHelper.CheckAssetPackageVersion(Application.platform, () => { //1.美术目录 BResources.Load(GameConfig.ArtRoot, GameConfig.CustomArtRoot); //2.sql SqliteLoder.Load(GameConfig.SQLRoot); //3.脚本,这个启动会开启所有的逻辑 ScriptLoder.Load(GameConfig.CodeRoot, GameConfig.CodeRunMode, mainProjectTypes, clrBindingAction); }); }
/// <summary> /// 初始化 /// 修改版本,让这个启动逻辑由使用者自行处理 /// </summary> /// <param name="GameId">单游戏更新启动不需要id,多游戏更新需要id号</param> public void Launch(string GameId = "") { BDebug.Log("Persistent:" + Application.persistentDataPath); BDebug.Log("StreamingAsset:" + Application.streamingAssetsPath); //开始资源检测 AssetHelper.AssetHelper.CheckAssetPackageVersion(Application.platform, () => { //1.美术目录 BResources.Load(GameConfig.ArtRoot, GameConfig.CustomArtRoot); //2.sql SqliteLoder.Load(GameConfig.SQLRoot); //3.脚本,这个启动会开启所有的逻辑 ScriptLoder.Load(GameConfig.CodeRoot, GameConfig.CodeRunMode); }); }
/// <summary> #region 启动热更逻辑 /// <summary> /// 初始化 /// 修改版本,让这个启动逻辑由使用者自行处理 /// </summary> /// <param name="mainProjectTypes">Editor模式下,UPM隔离了DLL需要手动传入</param> /// <param name="GameId">单游戏更新启动不需要id,多游戏更新需要id号</param> public void Launch(Type[] mainProjectTypes, Action <bool> clrBindingAction, string gameId = "default") { BDebug.Log("【Launch】Persistent:" + Application.persistentDataPath); BDebug.Log("【Launch】StreamingAsset:" + Application.streamingAssetsPath); //主工程启动 IGameStart mainStart; foreach (var type in mainProjectTypes) { //TODO 这里有可能先访问到 IGamestart的Adaptor if (type.IsClass && type.GetInterface(nameof(IGameStart)) != null) { BDebug.Log("【Launch】主工程Start! " + type.FullName); mainStart = Activator.CreateInstance(type) as IGameStart; if (mainStart != null) { //注册 mainStart.Start(); OnUpdate += mainStart.Update; OnLateUpdate += mainStart.LateUpdate; break; } } } BDebug.Log("【Launch】框架资源版本验证!"); //开始资源检测 BasePackageAssetsHelper.CheckBasePackageVersion(BApplication.RuntimePlatform, () => { //1.美术目录 BResources.Init(GameConfig.ArtRoot); //2.sql SqliteLoder.Init(GameConfig.SQLRoot); //3.脚本,这个启动会开启所有的逻辑 ScriptLoder.Init(GameConfig.CodeRoot, GameConfig.CodeRunMode, mainProjectTypes, clrBindingAction); }); }
/// <summary> /// 初始化 /// 修改版本,让这个启动逻辑由使用者自行处理 /// </summary> /// <param name="GameId">单游戏更新启动不需要id,多游戏更新需要id号</param> public void Launch(string GameId = "") { //初始化资源加载 string coderoot = ""; string sqlroot = ""; string artroot = ""; //各自的路径 //art if (Config.ArtRoot == AssetLoadPath.Editor) { if (Application.isEditor) { //默认不走AssetBundle artroot = ""; } else { //手机默认直接读取Assetbundle artroot = Application.persistentDataPath; } } else if (Config.ArtRoot == AssetLoadPath.Persistent) { artroot = Application.persistentDataPath; } else if (Config.ArtRoot == AssetLoadPath.StreamingAsset) { if (string.IsNullOrEmpty(Config.CustomArtRoot) == false) { artroot = Config.CustomArtRoot; } else { artroot = Application.streamingAssetsPath; } } //sql if (Config.SQLRoot == AssetLoadPath.Editor) { //sql 默认读streaming sqlroot = Application.streamingAssetsPath; } else if (Config.SQLRoot == AssetLoadPath.Persistent) { sqlroot = Application.persistentDataPath; } else if (Config.SQLRoot == AssetLoadPath.StreamingAsset) { sqlroot = Application.streamingAssetsPath; } //code if (Config.CodeRoot == AssetLoadPath.Editor) { //sql 默认读streaming coderoot = ""; } else if (Config.CodeRoot == AssetLoadPath.Persistent) { coderoot = Application.persistentDataPath; } else if (Config.CodeRoot == AssetLoadPath.StreamingAsset) { coderoot = Application.streamingAssetsPath; } //多游戏更新逻辑 if (Application.isEditor == false) { if (GameId != "") { artroot = artroot + "/" + GameId; coderoot = coderoot + "/" + GameId; sqlroot = sqlroot + "/" + GameId; } } //异步 BResources.Load(artroot, () => { //sql SqliteLoder.Load(sqlroot); //异步 这里如果代码很早的时候就开始走表格逻辑,有可能报错, //但是大部分游戏应该不会,三层回调太丑,暂时用这个 ScriptLoder.Load(coderoot, Config.CodeRunMode); }); if (OnBDFrameLaunch != null) { OnBDFrameLaunch(); } }