示例#1
0
        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>();

                // 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.ToString());
            }
        }
示例#2
0
文件: Init.cs 项目: kensniper/ET
        private async void Start()
        {
            try
            {
                if (Application.unityVersion != "2017.1.0p5")
                {
                    Log.Error("请使用Unity2017.1.0p5版本");
                }

                DontDestroyOnLoad(gameObject);
                Instance = this;


                Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly);

                Game.Scene.AddComponent <GlobalConfigComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                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();

                // 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 <MessageDispatherComponent>();
#if ILRuntime
                Log.Debug("run in ilruntime mode");

                this.AppDomain = new ILRuntime.Runtime.Enviorment.AppDomain();
                Game.Scene.GetComponent <ResourcesComponent>().LoadBundle($"code.unity3d");
                Game.EventSystem.LoadHotfixDll();
                Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle($"code.unity3d");
                ILHelper.InitILRuntime();

                this.start             = new ILStaticMethod("Hotfix.Init", "Start", 0);
                this.update            = new ILStaticMethod("Hotfix.Init", "Update", 0);
                this.lateUpdate        = new ILStaticMethod("Hotfix.Init", "LateUpdate", 0);
                this.onApplicationQuit = new ILStaticMethod("Hotfix.Init", "OnApplicationQuit", 0);
#else
                Log.Debug("run in mono mode");
                Game.Scene.GetComponent <ResourcesComponent>().LoadBundle($"code.unity3d");
                Game.EventSystem.LoadHotfixDll();
                Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle($"code.unity3d");
                Type hotfixInit = Game.EventSystem.HotfixAssembly.GetType("Hotfix.Init");
                this.start             = new MonoStaticMethod(hotfixInit, "Start");
                this.update            = new MonoStaticMethod(hotfixInit, "Update");
                this.lateUpdate        = new MonoStaticMethod(hotfixInit, "LateUpdate");
                this.onApplicationQuit = new MonoStaticMethod(hotfixInit, "OnApplicationQuit");
#endif

                // 进入热更新层
                this.start.Run();

                Game.EventSystem.Run(EventIdType.InitSceneStart);
            }
            catch (Exception e)
            {
                Log.Error(e.ToString());
            }
        }
        public async ETTask StartAsync()
        {
            // 获取远程的Version.txt
            string versionUrl = "";

            try
            {
                using (UnityWebRequestAsync webRequestAsync = EntityFactory.Create <UnityWebRequestAsync>(this.Domain))
                {
                    versionUrl = Define.GetUrl() + "StreamingAssets/" + "Version.txt";
                    //Log.Debug(versionUrl);
                    await webRequestAsync.DownloadAsync(versionUrl);

                    remoteVersionConfig = JsonUtility.FromJson <VersionConfig>(webRequestAsync.Request.downloadHandler.text);
                    //Log.Debug(JsonHelper.ToJson(this.VersionConfig));
                }
            }
            catch (Exception e)
            {
                throw new Exception($"url: {versionUrl}", e);
            }

            // 获取streaming目录的Version.txt
            VersionConfig streamingVersionConfig;
            string        versionPath = Path.Combine(Define.AppResPath4Web, "Version.txt");

            using (UnityWebRequestAsync request = EntityFactory.Create <UnityWebRequestAsync>(this.Domain))
            {
                await request.DownloadAsync(versionPath);

                streamingVersionConfig = JsonUtility.FromJson <VersionConfig>(request.Request.downloadHandler.text);
            }

            // 删掉远程不存在的文件
            DirectoryInfo directoryInfo = new DirectoryInfo(Define.AppHotfixResPath);

            if (directoryInfo.Exists)
            {
                FileInfo[] fileInfos = directoryInfo.GetFiles();
                foreach (FileInfo fileInfo in fileInfos)
                {
                    if (remoteVersionConfig.FileInfoDict.ContainsKey(fileInfo.Name))
                    {
                        continue;
                    }

                    if (fileInfo.Name == "Version.txt")
                    {
                        continue;
                    }

                    fileInfo.Delete();
                }
            }
            else
            {
                directoryInfo.Create();
            }

            // 对比MD5
            foreach (FileVersionInfo fileVersionInfo in remoteVersionConfig.FileInfoDict.Values)
            {
                // 对比md5
                string localFileMD5 = BundleHelper.GetBundleMD5(streamingVersionConfig, fileVersionInfo.File);
                if (fileVersionInfo.MD5 == localFileMD5)
                {
                    continue;
                }
                this.bundles.Enqueue(fileVersionInfo.File);
                this.TotalSize += fileVersionInfo.Size;
            }
        }