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