2025-01-23 19:06:48 +08:00
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using System.Collections;
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using Cysharp.Threading.Tasks;
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using AlicizaX.Resource.Runtime;
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2025-04-28 19:45:45 +08:00
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using AlicizaX;
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2025-01-23 19:06:48 +08:00
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using UnityEngine;
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using YooAsset;
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namespace Unity.Startup.Procedure
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{
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internal sealed class ProcedureUpdateStaticVersion : StateBase<UpdateProcedureState>
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2025-01-23 19:06:48 +08:00
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{
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protected override void OnEnter()
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{
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2025-07-11 21:00:00 +08:00
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// GameApp.Event.Fire(this, AssetPatchStatesChangeEventArgs.Create(EPatchStates.UpdateStaticVersion));
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2025-04-28 19:45:45 +08:00
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GetStaticVersion().Forget();
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}
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private async UniTaskVoid GetStaticVersion()
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{
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var buildInOperation = GameApp.Resource.RequestPackageVersionAsync();
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2025-03-04 18:40:14 +08:00
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var a = Progress.Create<float>((x) => { });
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2025-01-23 19:06:48 +08:00
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await buildInOperation.ToUniTask();
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if (buildInOperation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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string packageVersion = buildInOperation.PackageVersion;
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GameApp.Resource.PackageVersion = packageVersion;
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2025-04-28 19:45:45 +08:00
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Log.Info($"Updated package Version : {packageVersion}");
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SwitchState(UpdateProcedureState.ProcedureUpdateManifest);
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}
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else
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{
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//更新失败
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Log.Error(buildInOperation.Error);
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SwitchState(UpdateProcedureState.ProcedureUpdateStaticVersion);
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}
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}
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}
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2025-01-24 16:21:00 +08:00
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}
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