533 lines
20 KiB
C#
533 lines
20 KiB
C#
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using System.Collections;
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using Thousandto.Cfg.UpdateData;
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using Thousandto.CoreSDK;
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using Thousandto.Launcher.Form;
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using Thousandto.Update.Enum;
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using Thousandto.Update.Flow;
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using Thousandto.Update.Manager;
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using Thousandto.UpdateForm.Center;
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using UnityEngine;
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using UnityEngine.Gonbest.MagicCube;
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using EventManager = UnityEngine.Gonbest.MagicCube.EventManager;
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using PreLoadEventDefine = UnityEngine.Gonbest.MagicCube.PreLoadEventDefine;
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namespace Thousandto.UpdateForm.Form
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{
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/// <summary>
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/// 更新界面
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/// </summary>
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public class UIUpdateForm : MonoBehaviour
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{
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#region //UI控件
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UILauncherMainForm _mainForm;
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#endregion
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#region //私有成员
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private PlatformType _pType = PlatformType.Windows;
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#endregion
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#region //继承MonoBehaviour函数
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void Awake()
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{
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FindAllComponents();
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InitPath();
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}
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void Start()
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{
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RegEvents();
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CheckNetWork(StartUpdate);
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}
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void Update()
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{
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UpdateManager.Instance.Update();
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if (UpdateManager.Instance.Running() && _mainForm != null && _mainForm.IsInitliazed)
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{
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if (UpdateManager.Instance.CurrentFlow == null) return;
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string url = "";
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int total = 0;
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int progressValue = 0;
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bool useDownload = false;
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UpdateManager.Instance.GetDownloadInfo(out url, out total, out progressValue, out useDownload);
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_mainForm.Downloading.TotalSize = total;
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_mainForm.Downloading.DownSize = progressValue;
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_mainForm.UseLoadStyle = useDownload ? LoadStyleCode.Download : LoadStyleCode.Real;
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}
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}
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void OnDestroy()
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{
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UnRegEvents();
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Resources.UnloadUnusedAssets();
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UnityEngine.Debug.Log("OnDestroy : UIUpdateForm");
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}
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#endregion
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#region //事件注册
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private void RegEvents()
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{
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EventManager.SharedInstance.RegFixEventHandle(PreLoadEventDefine.EID_STEP_START, OnStepStart);
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}
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private void UnRegEvents()
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{
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EventManager.SharedInstance.UnRegFixEventHandle(PreLoadEventDefine.EID_STEP_START, OnStepStart);
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}
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private void OnStepStart(object dat, object sender)
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{
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_mainForm.FakeLoading.SetStep((int)dat);
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}
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#endregion
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#region //私有功能函数
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//初始化路径信息
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private void InitPath()
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{
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_pType = PlatformType.Windows;
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switch (LauncherUpdate.RumtimePlatform)
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{
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case MyRuntimePlatform.AndroidEditor:
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case MyRuntimePlatform.IOSEditor:
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case MyRuntimePlatform.StandaloneEditor:
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Thousandto.Update.Trans.TransAndroidResource.ForTest = true;
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break;
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case MyRuntimePlatform.Android:
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_pType = PlatformType.Android;
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break;
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case MyRuntimePlatform.IOS:
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_pType = PlatformType.IOS;
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break;
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case MyRuntimePlatform.Standalone:
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_pType = PlatformType.Windows;
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break;
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default:
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#if UNITY_EDITOR
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//正式接入的时候要去掉这个
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Thousandto.Update.Trans.TransAndroidResource.ForTest = true;
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#elif UNITY_ANDROID
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_pType = PlatformType.Android;
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#elif UNITY_IPHONE
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_pType = PlatformType.IOS;
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#else
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_pType = PlatformType.Windows;
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#endif
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break;
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}
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//IOS设置Document下路径不做云备份
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#if UNITY_IPHONE
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//ios设置nobackup
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string iosStreamingPath = PathUtils.GetReleaseResRootPath();
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if (!System.IO.Directory.Exists(iosStreamingPath))
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{
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System.IO.Directory.CreateDirectory(iosStreamingPath);
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}
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UnityEngine.iOS.Device.SetNoBackupFlag(iosStreamingPath);
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UnityEngine.Debug.Log("---SetNoBackupFlag---设置文件路径不备份到iCloud:" + iosStreamingPath);
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#endif
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}
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//退出游戏
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private void ExitGame()
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{
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//没初始化成功,直接退出游戏
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if (!FuncellSDK.Instance.IsSDKInitFinish())
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{
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Application.Quit();
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return;
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}
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if (!FuncellSDK.Instance.ExitGame())
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{
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Application.Quit();
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}
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}
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//判断网络
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private void CheckNetWork(EventDelegate.Callback callback)
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{
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//判断网络状态
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if (LauncherUpdate.IsNetworkEnable())
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{
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//if (LauncherUpdate.Is4G())
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//{
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// UIMsgBoxForm.Open(UpdateCfgData.C_UIUpdateForm_text_167_0, UpdateCfgData.C_UIUpdateForm_text_167_1, UpdateCfgData.C_UIUpdateForm_text_167_2, callback, ExitGame);
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//}
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//else
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{
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callback();
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}
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}
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else
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{
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_mainForm.ShowMessage(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_176_0),
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UpdateCfgData.C_UIUpdateForm_text_176_1, UpdateCfgData.C_UIUpdateForm_text_474_0,
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x =>
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{
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if (x == 2)
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{
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callback();
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}
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else
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{
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ExitGame();
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}
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});
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}
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}
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/// <summary>
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/// 查找UI上各个控件
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/// </summary>
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private void FindAllComponents()
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{
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_mainForm = gameObject.GetComponent<UILauncherMainForm>();
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if (_mainForm == null)
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_mainForm = gameObject.AddComponent<UILauncherMainForm>();
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_mainForm.Initialize();
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_mainForm.HideAll();
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_mainForm.ShowLauncher();
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_mainForm.FakeLoading.StepNames = UpdateStringUtils.GetEnterGameStepNames();
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_mainForm.FakeLoading.SetMaxStep(6);
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_mainForm.FakeLoading.Start(true);
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_mainForm.Downloading.OnRunningHandler = UpdateManager.Instance.Running;
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}
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#region //更新流程的回调处理
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/// <summary>
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/// 每个流程开始时调用
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/// </summary>
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/// <param name="obj"></param>
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private void onFlowBeginCallback(object obj)
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{
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if (UpdateManager.Instance.CurrentFlow == null)
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{
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_mainForm.UseLoadStyle = LoadStyleCode.Fake;
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return;
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}
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else
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{
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string appVers = "";
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string resVers = "";
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UpdateManager.Instance.GetVersionInfo(out appVers, out resVers);
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_mainForm.VerPanel.SetData(appVers, resVers);
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string url = "";
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int total = 0;
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int progressValue = 0;
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bool useDownload = false;
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UpdateManager.Instance.GetDownloadInfo(out url, out total, out progressValue, out useDownload);
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_mainForm.Downloading.DownSize = progressValue;
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_mainForm.Downloading.TotalSize = total;
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_mainForm.Downloading.StepName = UpdateStringUtils.GetFlowName(UpdateManager.Instance.GetCurFlowType());
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}
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}
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/// <summary>
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/// 更新结束
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/// </summary>
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/// <param name="result">true:成功;false:失败</param>
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/// <param name="ret">返回码</param>
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private void FinishCallback(bool result, int ret)
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{
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string msg = UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_451_0) + " result=" +
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result + " ret = " + ret;
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Debug.Log(msg);
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//再调一次收尾,最后显示的进度
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string url = "";
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int total = 0;
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int progressValue = 0;
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bool useDownload = false;
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if (UpdateManager.Instance.CurrentFlow != null)
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{
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UpdateManager.Instance.GetDownloadInfo(out url, out total, out progressValue, out useDownload);
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_mainForm.Downloading.DownSize = progressValue;
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_mainForm.Downloading.TotalSize = total;
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_mainForm.Downloading.StepName = UpdateStringUtils.GetFlowName(UpdateManager.Instance.GetCurFlowType());
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_mainForm.Downloading.Refresh();
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}
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if (result)
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{
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if (ret == CodeDefine.RET_SKIP_BY_DOWNLOAD_APP)
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{
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return;
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}
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_mainForm.UseLoadStyle = LoadStyleCode.Fake;
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//初始化进度
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_mainForm.FakeLoading.Start(true);
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EventManager.SharedInstance.PushFixEvent(PreLoadEventDefine.EID_STEP_START, 0);
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////////////不判断sdk是否初始化完了,状态并不稳定/////////////
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#if !UNITY_EDITOR
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if (FuncellSDK.Instance.IsSDKInitFinish())
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#endif
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{
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StartCoroutine(AssemblyLoader.EnterGame());
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}
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#if !UNITY_EDITOR
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else
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{
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//在这里等待sdk初始化完成
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StartCoroutine(WaitSDKStatus(true));
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}
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#endif
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}
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else
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{
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//更新失败的话弹出错误
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msg = string.Format(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_469_0),
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UILauncherLangScript.ConvertLanText(UpdateStringUtils.GetErrorMsg(ret)));
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if (!LauncherUpdate.IsNetworkEnable())
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{
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msg = UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_472_0);
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}
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//这里第二次检测网络有问题了,直接退出游戏
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_mainForm.ShowMessage(msg, UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_474_1),
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null,
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x =>
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{
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Application.Quit();
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//CheckNetWork(UpdateManager.Instance.Restart);
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});
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}
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}
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//等待sdk初始化,如果到这里都没有初始化成功,则判定失败,不能进游戏
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IEnumerator WaitSDKStatus(bool needReInitSDK)
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{
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yield return null;
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float timer = 0;
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while (!CoreSDK.FuncellSDK.Instance.IsSDKInitFinish())
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{
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yield return null;
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if (needReInitSDK)
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{
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CoreSDK.FuncellSDK.Instance.ReInitSDK();
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needReInitSDK = false;
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UnityEngine.Debug.Log("Do Reinit SDK !!!");
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}
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timer += Time.deltaTime;
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if (timer >= 30)
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{
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_mainForm.FakeLoading.Stop();
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_mainForm.ShowMessage(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_Net_Error),
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UpdateCfgData.C_UIUpdateForm_text_474_1,
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UpdateCfgData.C_UIUpdateForm_Wait_More,
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x =>
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{
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if (x == 2)
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{
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_mainForm.FakeLoading.Start(false);
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StartCoroutine(WaitSDKStatus(false));
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}
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else
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{
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Application.Quit();
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}
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});
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yield break;
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}
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}
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yield return new WaitForSeconds(1);
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yield return AssemblyLoader.EnterGame();
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}
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//转移成功后清理一下资源
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private void OnTransResourceFinish(bool success)
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{
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Caching.ClearCache();
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}
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/// <summary>
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/// 客户端下载完成
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/// Android:直接安装
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/// IOS:跳转到url
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/// PC:不处理
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/// </summary>
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/// <param name="success"></param>
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private void OnClientDownloadFinish(bool success)
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{
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return;
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//string msg = UpdateCfgData.C_UIUpdateForm_text_609_0 + " success=" + success;
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if (UpdateManager.Instance.GetPlatformType() == PlatformType.IOS)
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{
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string clientUrl = UpdateManager.Instance.GetClientUrl();
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Debug.Log("ios平台,跳转到url: " + clientUrl);
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//Application.OpenURL(clientUrl);
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CoreSDK.FuncellSDK.Instance.InstallApp(clientUrl);
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}
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else if (UpdateManager.Instance.GetPlatformType() == PlatformType.Android)
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{
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//CoreSDK.FuncellSDK.Instance.InstallApp(UpdateManager.Instance.GetApkPath());
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CoreSDK.FuncellSDK.Instance.InstallApp(UpdateManager.Instance.GetClientUrl());
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}
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}
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private int OnDownClientFunc(string url, string storeDir)
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{
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Application.OpenURL(UpdateManager.Instance.GetClientUrl());
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//CoreSDK.FuncellSDK.Instance.InstallApp(UpdateManager.Instance.GetClientUrl());
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return CodeDefine.RET_SKIP_BY_DOWNLOAD_APP;
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}
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/// <summary>
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/// 下载前的提示,比如弹出下载提示框,如果不需要,直接Resume即可
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/// </summary>
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/// <param name="size"></param>
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private void OnDownloadNotice(int size)
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{
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string msg = null;
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System.Text.StringBuilder sb = new System.Text.StringBuilder();
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sb.Append(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_646_0));
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sb.Append("\n");
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if (size < 1024 * 1024)
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{
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msg = string.Format(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_646_KB),
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size / 1024 + "KB"); //KB
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}
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else
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msg = string.Format(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_646_KB),
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(int)size / 1024 / 1024 + "MB"); //MB
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sb.Append(msg);
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sb.Append("\n");
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//需要本地存储空间,+500MB
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sb.Append(string.Format(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_text_NeedSpace),
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(int)((size + 512 * 1024 * 1024) / 1024 / 1024)));
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sb.Append("\n");
|
|||
|
sb.Append(UILauncherLangScript.ConvertLanText(UpdateCfgData.C_UIUpdateForm_SUGGEST_WIFI));
|
|||
|
|
|||
|
_mainForm.ShowMessage(sb.ToString(), UpdateCfgData.C_UIUpdateForm_text_648_1,
|
|||
|
UpdateCfgData.C_UIUpdateForm_text_648_0,
|
|||
|
x =>
|
|||
|
{
|
|||
|
if (x == 2)
|
|||
|
{
|
|||
|
UpdateManager.Instance.CurrentFlow.Resume(true);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Debug.LogError("退出游戏");
|
|||
|
Application.Quit();
|
|||
|
}
|
|||
|
}
|
|||
|
);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region //公有功能函数
|
|||
|
|
|||
|
public void StartUpdate()
|
|||
|
{
|
|||
|
#if UNITY_WEBGL
|
|||
|
Debug.Log("Skip Update!!");
|
|||
|
//如果当前是WebGL则直接跳过更新
|
|||
|
FinishCallback(true,1);
|
|||
|
#else
|
|||
|
|
|||
|
Debug.Log("StartUpdate++++");
|
|||
|
if (UpdateManager.Instance.Running())
|
|||
|
{
|
|||
|
Debug.Log("running!!! return");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
//IOS需要读取包内xml的地址
|
|||
|
string inAppLocalXmlPath = PathUtils.GetAppConfigFilePath("LocalVersion.xml");
|
|||
|
//释放目录的xml
|
|||
|
string localXmlPath = PathUtils.GetConfigFilePath("LocalVersion.xml");
|
|||
|
//释放目录的根目录
|
|||
|
string storeDir = PathUtils.GetReleaseResRootPath();
|
|||
|
|
|||
|
//进入测试流程用到的数据
|
|||
|
string imeiOrMacOrIdfa = MachineUUID.Value;
|
|||
|
UnityEngine.Debug.Log("imeiOrMacOrIdfa : " + imeiOrMacOrIdfa);
|
|||
|
|
|||
|
//打包的时候写在代码里面的版本
|
|||
|
string inAppClientVersion = "1.0.0.0";
|
|||
|
if (AppManager.Instance.LocalVersionData.ContainsKey("local_app_version"))
|
|||
|
{
|
|||
|
inAppClientVersion = AppManager.Instance.LocalVersionData["local_app_version"];
|
|||
|
}
|
|||
|
|
|||
|
//打包的时候写在代码里面的分段版本
|
|||
|
string inAppBaseVersion = "1";
|
|||
|
if (AppManager.Instance.LocalVersionData.ContainsKey("local_base_res_version"))
|
|||
|
{
|
|||
|
inAppBaseVersion = AppManager.Instance.LocalVersionData["local_base_res_version"];
|
|||
|
}
|
|||
|
|
|||
|
//apk或者ipa所在路径,安装路径。Unity中通过Application.streamingAssetsPath获取
|
|||
|
string installedPath = AppManager.Instance.AppPath;
|
|||
|
|
|||
|
Debug.Log(string.Format("localXmlPath={0} \ninAppLocalXmlPath={1} \nstoreDir={2}", localXmlPath,
|
|||
|
inAppLocalXmlPath, storeDir));
|
|||
|
Debug.Log(string.Format("AppVer = {0} BaseResVer = {1}", inAppClientVersion, inAppBaseVersion));
|
|||
|
string[] backupCdnArray = null;
|
|||
|
|
|||
|
int cpuCoreCount = SystemInfo.processorCount;
|
|||
|
//因为下载对游戏运行的影响太多,所以把下载线程数调整为2个.
|
|||
|
cpuCoreCount = 2;
|
|||
|
|
|||
|
//注册日志回调
|
|||
|
UpdateManager.Instance.RegisterLog(Debug.Log, Debug.LogWarning, Debug.LogError);
|
|||
|
UpdateManager.Instance.Initialize(localXmlPath, inAppLocalXmlPath, installedPath, storeDir, _pType, true,
|
|||
|
cpuCoreCount);
|
|||
|
//设置进入测试流程的条件
|
|||
|
UpdateManager.Instance.SetImeiOrMacOrIdfa(imeiOrMacOrIdfa);
|
|||
|
//设置资源转移的路径和版本信息
|
|||
|
UpdateManager.Instance.SetTransData(inAppClientVersion, inAppBaseVersion, installedPath,
|
|||
|
OnTransResourceFinish);
|
|||
|
//设置备份的cdn,主要是台湾版本要用
|
|||
|
UpdateManager.Instance.SetBackupCdn(backupCdnArray);
|
|||
|
//设置客户端下载完成的回调
|
|||
|
UpdateManager.Instance.SetClientDownClientFunc(OnClientDownloadFinish, OnDownClientFunc);
|
|||
|
//设置下载提示的回调
|
|||
|
UpdateManager.Instance.SetDownloadNoticeFunc(OnDownloadNotice);
|
|||
|
//设置每个流程的回调
|
|||
|
UpdateManager.Instance.SetOnFlowBeginCallback(onFlowBeginCallback);
|
|||
|
//设置更新流程结束的回调函数
|
|||
|
UpdateManager.Instance.SetFinishCallback(FinishCallback);
|
|||
|
UpdateManager.Instance.SetSceneReferenceResConfigPath("Assets/GameAssets/Resources/SceneConfig");
|
|||
|
|
|||
|
//开始更新流程
|
|||
|
UpdateManager.Instance.StartUpdate();
|
|||
|
|
|||
|
Debug.Log("StartUpdate---");
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|