AlicizaX/Client/Assets/Scripts/Startup/Framework/Procedure/PatchUpdater/ProcedureUpdateStaticVersion.cs

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C#
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using System.Collections;
using Cysharp.Threading.Tasks;
using AlicizaX.Resource.Runtime;
using AlicizaX.Fsm.Runtime;
using AlicizaX.Procedure.Runtime;
using AlicizaX.Runtime;
using UnityEngine;
using YooAsset;
namespace Unity.Startup.Procedure
{
internal sealed class ProcedureUpdateStaticVersion : ProcedureBase
{
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
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GameApp.Event.Fire(this, AssetPatchStatesChangeEventArgs.Create(EPatchStates.UpdateStaticVersion));
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GetStaticVersion(procedureOwner).Forget();
}
private async UniTaskVoid GetStaticVersion(IFsm<IProcedureManager> procedureOwner)
{
var buildInOperation = GameApp.Resource.RequestPackageVersionAsync();
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await buildInOperation.ToUniTask();
if (buildInOperation.Status == EOperationStatus.Succeed)
{
//更新成功
string packageVersion = buildInOperation.PackageVersion;
GameApp.Resource.PackageVersion = packageVersion;
Log.Debug($"Updated package Version : {packageVersion}");
ChangeState<ProcedureUpdateManifest>(procedureOwner);
}
else
{
//更新失败
Log.Error(buildInOperation.Error);
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GameApp.Event.Fire(this, AssetStaticVersionUpdateFailedEventArgs.Create(buildInOperation.Error));
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ChangeState<ProcedureUpdateStaticVersion>(procedureOwner);
}
}
}
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}