ProcedureSplash.cs 1.6 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using GameFramework.Resource;
  8. using UnityGameFramework.Runtime;
  9. using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
  10. namespace MetaClient
  11. {
  12. public class ProcedureSplash : ProcedureBase
  13. {
  14. public override bool UseNativeDialog
  15. {
  16. get
  17. {
  18. return true;
  19. }
  20. }
  21. protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
  22. {
  23. base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
  24. // TODO: 这里可以播放一个 Splash 动画
  25. // ...
  26. if (GameEntry.Base.EditorResourceMode)
  27. {
  28. // 编辑器模式
  29. Log.Info("Editor resource mode detected.");
  30. ChangeState<ProcedurePreload>(procedureOwner);
  31. }
  32. else if (GameEntry.Resource.ResourceMode == ResourceMode.Package)
  33. {
  34. // 单机模式
  35. Log.Info("Package resource mode detected.");
  36. ChangeState<ProcedureInitResources>(procedureOwner);
  37. }
  38. else
  39. {
  40. // 可更新模式
  41. Log.Info("Updatable resource mode detected.");
  42. ChangeState<ProcedureCheckVersion>(procedureOwner);
  43. }
  44. }
  45. }
  46. }