GameApplction.cs 12 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Text;
  5. using Core.AssetLoadTool.Asset;
  6. using Core.Audio;
  7. using Core.Language;
  8. using Core.Utility;
  9. using Excel2Json;
  10. using Fort23.Core;
  11. using Fort23.Mono;
  12. // using Fort23.Mono.UpdateAsset;
  13. using Fort23.UTool;
  14. using GameLogic.Combat;
  15. using GameLogic.Combat.CombatTool;
  16. using GameLogic.Combat.CombatType;
  17. using GameLogic.CombatScenesTool;
  18. using GameLogic.Hero;
  19. using GameLogic.NetworkClient;
  20. using GameLogic.Player;
  21. using GameUI;
  22. using NetCore.Protocol.MemoryPack;
  23. using ThirdParty;
  24. using ThirdParty.DownloadSystem;
  25. #if UNITY_EDITOR
  26. using UnityEditor;
  27. #endif
  28. using UnityEngine;
  29. using UnityEngine.UI;
  30. using Utility.CTween;
  31. using Utility.UITool;
  32. public class GameApplction : IGameStart, ILogSend
  33. {
  34. public static GameApplction gameApplction;
  35. public GameRuntimeConfig gameRuntimeConfig;
  36. public ShaderVariantCollection ShaderVariantCollection;
  37. public BundleLoadType BundleLoadType;
  38. public string h5Url;
  39. private Entity _root;
  40. private Entity _scene;
  41. // public bool isTest;
  42. public int levelBattleId = 1;
  43. private GameStartUIPanel gameStartUIPanel;
  44. private System.Action LoadFinish;
  45. private static string LogPath =>
  46. Path.Combine(Application.persistentDataPath, "GameLog.txt");
  47. private static readonly StringBuilder _cache = new StringBuilder();
  48. public async void StartGame(LoadType LoadType, string h5Url, GameStartUIPanel gameStartUIPanel,
  49. System.Action LoadFinish)
  50. {
  51. VersionChecker versionChecker = new VersionChecker();
  52. // await versionChecker.Start();
  53. Debug.Log("开始游戏逻辑");
  54. HotSyncContent.DownloadUI = gameStartUIPanel;
  55. this.LoadFinish = LoadFinish;
  56. gameApplction = this;
  57. Debug.Log("开始游戏逻辑");
  58. LogTool.LogSend = this;
  59. LogServer.Instance.Init("游三界");
  60. Crasheye.SendScriptException("测试错误", "测试错误", "ZH");
  61. Crasheye.SetRegisterLogFunction(UnityLogic);
  62. this.gameStartUIPanel = gameStartUIPanel;
  63. gameStartUIPanel.ShowMassge("开始加载资源");
  64. gameStartUIPanel.SetSlider(0);
  65. BundleLoadType = (BundleLoadType)LoadType;
  66. GameObject gameObject = new GameObject("app");
  67. gameObject.AddComponent<GameApplctionMono>();
  68. GameAssetUpdatePanel gameAssetUpdatePanel = new GameAssetUpdatePanel();
  69. gameAssetUpdatePanel.StartUpdateAsset(AssetUpdateFinish);
  70. }
  71. private LoginMainPanel _mainPanel;
  72. private async void AssetUpdateFinish()
  73. {
  74. Debug.Log("finish AssetUpdateFinish");
  75. await InitGameApplication();
  76. _mainPanel = await LoginMainPanel.OpenPanel();
  77. LoadFinish?.Invoke();
  78. UIManager.Instance.Canvas.gameObject.SetActive(true);
  79. gameStartUIPanel = _mainPanel.gameStartUIPanel;
  80. await Login();
  81. // DBManager.Instance.SetUserID(AccountFileInfo.Instance.playerData.playerId);
  82. Debug.Log("初始化完成");
  83. }
  84. private async CTask InitGameApplication()
  85. {
  86. _scene = new Scene();
  87. _root = new Entity();
  88. _root.Parent = _scene;
  89. _root.AddComponent<TimerComponent>();
  90. _root.AddComponent<CoroutineLockComponent>();
  91. gameStartUIPanel.ClearSlider();
  92. gameStartUIPanel.ShowMassge("loadBundle");
  93. gameStartUIPanel.SetSliderMaxValue(1);
  94. gameStartUIPanel.SetSlider(0.15f);
  95. AssetBundleLoadManager.Instance.BundleLoadType = BundleLoadType;
  96. AssetBundleLoadManager.Instance.h5Url = h5Url;
  97. await AssetBundleLoadManager.Instance.InitAssetsManager(null);
  98. #if !UNITY_EDITOR
  99. AssetBundleLoadManager.Instance.AddBundleTask("fb010shader", delegate(BundleLoadBasic basic, object o)
  100. {
  101. if (basic.currBundle != null)
  102. {
  103. basic.currBundle.LoadAllAssets<Shader>();
  104. Shader.WarmupAllShadersWait();
  105. }
  106. }, null);
  107. #endif
  108. gameStartUIPanel.ShowMassge("loadConfig");
  109. gameStartUIPanel.SetSlider(0.25f);
  110. AssetHandle gameRuntimeAssetHandle =
  111. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameRuntimeConfig>("GameRuntimeConfig.asset");
  112. gameRuntimeConfig = gameRuntimeAssetHandle.AssetObject<GameRuntimeConfig>();
  113. await ConfigComponent.Instance.Preload();
  114. await AnimationCurveManager.Instance.Init();
  115. UGUIPackLoad uguiPackLoad = new UGUIPackLoad();
  116. UGUIPackManager.Instance.SetIUGUIPackLoad(uguiPackLoad);
  117. await uguiPackLoad.InitPack();
  118. gameStartUIPanel.ShowMassge("loadLanguage");
  119. gameStartUIPanel.SetSlider(0.45f);
  120. await LanguageManager.Instance.InitManager();
  121. _root.AddComponent<StaticUpdater>();
  122. _root.AddComponent<UIManager, Transform>(null);
  123. ULockManager.Instance.gameRuntimeConfig = gameRuntimeConfig;
  124. gameStartUIPanel.ShowMassge("loadUI");
  125. gameStartUIPanel.SetSlider(0.55f);
  126. await AudioManager.Instance.InitMainAudio();
  127. await UIManager.Instance.InitUI();
  128. CustomTweenManager.Init();
  129. RedDotManager.Instance.Init();
  130. }
  131. private async CTask Login()
  132. {
  133. #if UNITY_ANDROID && Taptap
  134. //登录
  135. CTask<bool> callback = CTask<bool>.Create();
  136. LoginPanel.OpenPanel(callback);
  137. await callback;
  138. #else
  139. AccountFileInfo.Instance.LoadPlayerData();
  140. #endif
  141. await TimeHelper.InitNetworkTime();
  142. Dictionary<string, object> dict = new Dictionary<string, object>();
  143. DBManager.Instance.CustomEvent("StartGame", dict);
  144. EventManager.Instance.RemoveEventListener(CustomEventType.DialoguePanelOpen, DialoguePanelOpenEvent);
  145. EventManager.Instance.AddEventListener(CustomEventType.DialoguePanelOpen, DialoguePanelOpenEvent);
  146. PlayerManager.Instance.Init();
  147. ShopManger.Instance.CustomInit();
  148. EventSystemManager.Instance.CustomInit();
  149. await ShowItemMoveToTargetPanel.OpenShowItemMoveToTargetPanel();
  150. PlayerManager.Instance.AddSentimentData(1);
  151. foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)
  152. {
  153. SkillInfo skillInfo = new SkillInfo(playerDataAllSkillData);
  154. skillInfo.index = playerDataAllSkillData.useIndex;
  155. PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
  156. }
  157. foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllFaBaoDatas)
  158. {
  159. FaBaoInfo faBaoInfo = new FaBaoInfo(playerDataAllSkillData);
  160. PlayerManager.Instance.FaBaoControl.AddFaBao(faBaoInfo);
  161. }
  162. // for (int i = 1; i < 4; i++)
  163. // {
  164. // PlayerManager.Instance.FaBaoControl.FightFaBao[i] = PlayerManager.Instance.FaBaoControl.myAllFaBao[i];
  165. // }
  166. // PlayerManager.Instance.InitTestHero();
  167. await CombatDrive.Instance.Init();
  168. StartCombatInfo startCombatInfo = new StartCombatInfo();
  169. startCombatInfo.CombatType = CombatType.LevelBattle;
  170. #if UNITY_EDITOR
  171. TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
  172. if (testCombatHeroConfig != null)
  173. {
  174. startCombatInfo.CombatType = CombatType.TestCombat;
  175. TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = testCombatHeroConfig.myHeroInfo[0];
  176. PlayerManager.Instance.AddTestHeroInfo(testHeroInfoConfig);
  177. }
  178. #endif
  179. // startCombatInfo.levelBattleId = AccountFileInfo.Instance.playerData.levelBattle;
  180. CombatDrive.Instance.AddCombatController(new CombatController());
  181. gameStartUIPanel.ShowMassge("loadCombat");
  182. gameStartUIPanel.SetSlider(0.95f);
  183. var eventList = EventSystemManager.Instance.AddEvent(10001);
  184. if (eventList != null)
  185. {
  186. AccountFileInfo.Instance.playerData.eventList.Add(eventList);
  187. AccountFileInfo.Instance.SavePlayerData();
  188. }
  189. EventSystemManager.Instance.UpdateZuizhongEventData();
  190. // if (PlayerGuideManager.Instance.GuideIsCanDo(1))
  191. // {
  192. // await MarskPanel.OpenPanel(255);
  193. // }
  194. await CombatDrive.Instance.StartCombat(startCombatInfo);
  195. PlayerManager.Instance.GongFaControl.SaveUseSkill();
  196. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(AccountFileInfo.Instance.playerData.heroData
  197. .TaoismSkillId);
  198. if (startCombatInfo.CombatType != CombatType.TestCombat)
  199. {
  200. MainPanel mainPanel = await MainPanel.OpenPanel();
  201. if (!AccountFileInfo.Instance.playerData.isTiggerPlot && PlayerGuideManager.Instance.GuideIsCanDo(1))
  202. {
  203. mainPanel.GObjectPoolInterface.SetActive(false);
  204. AppBarPanel.ClosePanel();
  205. }
  206. }
  207. gameStartUIPanel.ShowMassge("loadFinish");
  208. gameStartUIPanel.SetSlider(1f);
  209. LoginMainPanel.ClsoePanel();
  210. XinShouCombat();
  211. }
  212. private void DialoguePanelOpenEvent(IEventData e)
  213. {
  214. LoginMainPanel.ClsoePanel();
  215. }
  216. public async void XinShouCombat()
  217. {
  218. if (PlayerGuideManager.Instance.GuideIsCanDo(1))
  219. {
  220. AccountFileInfo.EventList eventList2 = EventSystemManager.Instance.AddEvent(9999);
  221. await EventSystemManager.Instance.TriggerEvent(eventList2,
  222. uiOpenOverCallBack: () => { });
  223. CTask cTask = CTask.Create();
  224. await CombatDrive.Instance.LoadLevelBattleCombat(10001, false, -1,
  225. delegate(bool isWin)
  226. {
  227. LogTool.Log("战斗完成" + isWin);
  228. cTask.SetResult();
  229. });
  230. await cTask;
  231. AccountFileInfo.EventList eventList1 = EventSystemManager.Instance.AddEvent(10000);
  232. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  233. mainPanel.GObjectPoolInterface.SetActive(true);
  234. await EventSystemManager.Instance.TriggerEvent(eventList1);
  235. AccountFileInfo.Instance.SavePlayerData();
  236. AccountFileInfo.Instance.playerData.isTiggerPlot = true;
  237. // AlterNamePanel.OpenPanel();
  238. // PlayerGuideManager.Instance.NextGuide();
  239. mainPanel.GetFocus();
  240. }
  241. else
  242. {
  243. LoginMainPanel.ClsoePanel();
  244. }
  245. }
  246. public void SendError(string massge)
  247. {
  248. string line = $"[{DateTime.Now:yyyy-MM-dd HH:mm:ss}] [{LogType.Error}] {massge}\n";
  249. line += massge + "\n";
  250. _cache.Append(line);
  251. // 每 50 条或 100KB 刷一次盘
  252. if (_cache.Length > 100 * 1024 || GetLineCount(_cache.ToString()) > 50)
  253. Flush();
  254. Crasheye.SendScriptException(massge, massge, "");
  255. LogServer.Instance.UpLog(massge, massge);
  256. // CrashSightAgent.ReportException(LogType.Error.ToString(), massge, massge);
  257. }
  258. private void Flush()
  259. {
  260. if (_cache.Length == 0) return;
  261. try
  262. {
  263. File.AppendAllText(LogPath, _cache.ToString());
  264. _cache.Clear();
  265. }
  266. catch
  267. {
  268. /* 磁盘满/权限问题直接丢弃 */
  269. }
  270. }
  271. public void OnApplicationQuit() => Flush();
  272. public void SendException(Exception e)
  273. {
  274. _cache.AppendLine($"{e.Message} {e.StackTrace}");
  275. Flush();
  276. LogServer.Instance.UpLog(e);
  277. Crasheye.SendScriptException(e);
  278. }
  279. public void UnityLogic(string logString, string stackTrace, LogType type)
  280. {
  281. if (type == LogType.Error || type == LogType.Exception)
  282. {
  283. Crasheye.SendScriptException(logString, stackTrace, "");
  284. LogServer.Instance.UpLog(logString, stackTrace);
  285. }
  286. }
  287. private int GetLineCount(string s) => s.Length - s.Replace("\n", "").Length;
  288. }