BITKit/Src/Unity/Scripts/Assets/BITFramework.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using BITKit.UX;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using YooAsset;
using Debug = UnityEngine.Debug;
namespace BITKit
{
public class BITFramework : MonoBehaviour
{
private static System.Diagnostics.Stopwatch Stopwatch;
[RuntimeInitializeOnLoadMethod]
private static void Reload()
{
Stopwatch = new Stopwatch();
#if UNITY_EDITOR
#else
SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate);
#endif
}
// [SerializeField] private AssetReference serviceReference;
// private async void Start()
// {
// if(InitializationState is not InitializationState.None)return;
// InitializationState = InitializationState.Initializing;
// var asyncOperationHandle = serviceReference.LoadAssetAsync<GameObject>();
// await UniTask.WaitUntil(() => asyncOperationHandle.IsDone);
// DontDestroyOnLoad(Instantiate(asyncOperationHandle.Result));
// Stopwatch.Stop();
// BIT4Log.Log<BITFramework>($"BITFramework加载完成,耗时:{Stopwatch.ElapsedMilliseconds}ms");
// }
[SerializeField] private string addressableName;
[SerializeField] private UXBar progressBar;
[SerializeField] private UIDocument document;
[SerializeField] private UXLabel progressLabel;
[SerializeField] private bool IsEditorSimulateMode;
private float CurrentOpacity
{
get => document.rootVisualElement.GetOpacity();
set => document.rootVisualElement.SetOpacity(value);
}
private async void Start()
{
#if UNITY_EDITOR
#else
IsEditorSimulateMode=false;
#endif
progressBar.Set(0f);
var stopwatch = new Stopwatch();
stopwatch.Start();
DontDestroyOnLoad(gameObject);
// 初始化资源系统
YooAssets.Initialize();
const string PackageName = "DefaultPackages";
// 创建默认的资源包
var package = YooAssets.TryGetPackage(PackageName) ?? YooAssets.CreatePackage(PackageName);
// 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(package);
const string defaultHostServer = "http://127.0.0.1/CDN/PC/v1.0";
const string fallbackHostServer = "http://127.0.0.1/CDN/PC/v1.0";
InitializeParameters initParameters = new HostPlayModeParameters
{
BuildinQueryServices = new GameQueryServices(),
RemoteServices = new RemoteServices(defaultHostServer, fallbackHostServer)
};
if (IsEditorSimulateMode)
{
var editorParameters = new EditorSimulateModeParameters
{
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SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild("BuiltinBuildPipeline",PackageName)
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};
initParameters = editorParameters;
}
var initOperation = package.InitializeAsync(initParameters);
progressLabel.Set("正在初始化资源系统...");
while (initOperation.IsDone is false)
{
await UniTask.NextFrame(destroyCancellationToken);
progressBar.Set(initOperation.Progress);
}
progressLabel.Set("正在更新资源包版本...");
var operation = package.UpdatePackageVersionAsync();
while (operation.IsDone is false)
{
await UniTask.NextFrame(destroyCancellationToken);
progressBar.Set(operation.Progress);
}
if (operation.Status == EOperationStatus.Succeed)
{
//更新成功
string packageVersion = operation.PackageVersion;
Debug.Log($"Updated package Version : {packageVersion}");
}
else
{
//更新失败
Debug.LogError(operation.Error);
}
progressLabel.Set("正在初始化Framework");
var frameworkHandle = YooAssets.LoadAssetAsync<GameObject>(addressableName);
while (frameworkHandle.IsDone is false)
{
await UniTask.NextFrame(destroyCancellationToken);
progressBar.Set(frameworkHandle.Progress);
}
var framework = Instantiate(frameworkHandle.AssetObject);
DontDestroyOnLoad(framework);
progressLabel.Set("已加载完成");
stopwatch.Stop();
Destroy(document);
BIT4Log.Log<BITFramework>("BITFramework加载完成,耗时:" + stopwatch.ElapsedMilliseconds + "ms");
SceneManager.LoadScene(1);
}
private void OnDestroy()
{
YooAssets.Destroy();
}
}
public class GameQueryServices : IBuildinQueryServices
{
public bool Query(string packageName, string fileName)
{
// 注意fileName包含文件格式
return StreamingAssetsHelper.FileExists(packageName, fileName);
}
}
/// <summary>
/// 远端资源地址查询服务类
/// </summary>
public class RemoteServices : IRemoteServices
{
private readonly string _defaultHostServer;
private readonly string _fallbackHostServer;
public RemoteServices(string defaultHostServer, string fallbackHostServer)
{
_defaultHostServer = defaultHostServer;
_fallbackHostServer = fallbackHostServer;
}
string IRemoteServices.GetRemoteMainURL(string fileName)
{
return $"{_defaultHostServer}/{fileName}";
}
string IRemoteServices.GetRemoteFallbackURL(string fileName)
{
return $"{_fallbackHostServer}/{fileName}";
}
}
}