Unity进阶之ET网络游戏开发框架 03-Hotfix层启动

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概要

  • 在init.cs中:
    • 首先,await到DownloadBundle完毕(即使是异步的)
    • 然后,Game.Hotfix.GotoHotfix()负责启动Hotfix层,进而启动UILogin画面
    • 本节就主要分析UILogin的启动流程,以及其事件处理

先上Hotfix入口代码:

public void LoadHotfixAssembly()
{
    Game.Scene.GetComponent<ResourcesComponent>().LoadBundle($"code.unity3d");
    GameObject code = (GameObject)Game.Scene.GetComponent<ResourcesComponent>().GetAsset("code.unity3d", "Code");
    
    byte[] assBytes = code.Get<TextAsset>("Hotfix.dll").bytes;
    byte[] pdbBytes = code.Get<TextAsset>("Hotfix.pdb").bytes;
    
#if ILRuntime
    Log.Debug($"当前使用的是ILRuntime模式");
    // ...
#else
    Log.Debug($"当前使用的是Mono模式");

    this.assembly = Assembly.Load(assBytes, pdbBytes);

    Type hotfixInit = this.assembly.GetType("ETHotfix.Init");
    this.start = new MonoStaticMethod(hotfixInit, "Start");
    
    this.hotfixTypes = this.assembly.GetTypes().ToList();
#endif
    
    Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle($"code.unity3d");
}

public void GotoHotfix()
{
#if ILRuntime
    ILHelper.InitILRuntime(this.appDomain);
#endif
    this.start.Run();
}
  • 由于ILRT模式无法调试,所以开发阶段选择Mono模式,下面的分析也是以Mono方式为例的,这也是ET作者建议的工作流程(开发用Mono,发布用ILRT)
  • LoadHotfixAssembly:得到start方法
    • start方法实际就是ETHotfix命名空间下的Init类的Start方法
  • GotoHotfix:执行start方法

ETHotfix.Init.Start():

namespace ETHotfix
{
    public static class Init
    {
        public static void Start()
        {
#if ILRuntime
            if (!Define.IsILRuntime)
            {
                Log.Error("Model层是mono模式, 但是Hotfix层是ILRuntime模式");
            }
#else
            if (Define.IsILRuntime)
            {
                Log.Error("Model层是ILRuntime模式, Hotfix层是mono模式");
            }
#endif
            
            try
            {
                // 注册热更层回调
                ETModel.Game.Hotfix.Update = () => { Update(); };
                ETModel.Game.Hotfix.LateUpdate = () => { LateUpdate(); };
                ETModel.Game.Hotfix.OnApplicationQuit = () => { OnApplicationQuit(); };
                
                Game.Scene.AddComponent<UIComponent>();
                Game.Scene.AddComponent<OpcodeTypeComponent>();
                Game.Scene.AddComponent<MessageDispatcherComponent>();

                // 加载热更配置
                ETModel.Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent<ConfigComponent>();
                ETModel.Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle("config.unity3d");

                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent<ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");

                Game.EventSystem.Run(EventIdType.InitSceneStart);
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
    }
}
  • 注意:第86行,和上一课的分析类似,也是在初始化阶段通过引发事件来创建UI界面,只不过这次的事件是InitSceneStart

InitSceneStart_CreateLoginUI.Run():

namespace ETHotfix
{
    [Event(EventIdType.InitSceneStart)]
    public class InitSceneStart_CreateLoginUI: AEvent
    {
        public override void Run()
        {
            UI ui = UILoginFactory.Create(); // 注意:这次是调用Hotfix层的UILoginFactory的Create工厂方法来创建UI实体,下面会重点分析
            Game.Scene.GetComponent<UIComponent>().Add(ui); // 注意:这次是添加Hotfix层的UIComponent组件,其代码与模型层类似,不再赘述
        }
    }
}

UILoginFactory.Create():

```csharp
namespace ETHotfix
{
public static class UILoginFactory
{
public static UI Create()
{
try
{
ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent ();
resourcesComponent.LoadBundle(UIType.UILogin.StringToAB());
GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.UILogin.StringToAB(), UIType.UILogin);
GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);

            UI ui = ComponentFactory.Create<UI, string, GameObject>(UIType.UILogin, gameObject, false);

            ui.AddComponent<UILoginComponent>();
            return ui;
        }
        catch (Exception e)
        {
            Log.Error(e);
            return null;
        }
    }
}

}```

  • 注意:
    • 这次加载的是从AB包加载UILogin预制体资源,而上节课是从Resources文件夹加载UILoading资源,不一样!
    • 虽然通过ComponentFactory.Create创建的Entity还是UI Entity,但该Entity添加的组件和上节课不一样,是“UILoginComponent”!

UILoginComponent事件处理:

namespace ETHotfix
{
    [ObjectSystem]
    public class UiLoginComponentSystem : AwakeSystem<UILoginComponent>
    {
        public override void Awake(UILoginComponent self)
        {
            self.Awake();
        }
    }
    
    public class UILoginComponent: Component
    {
        private GameObject account;
        private GameObject loginBtn;

        public void Awake()
        {
            ReferenceCollector rc = this.GetParent<UI>().GameObject.GetComponent<ReferenceCollector>();
            loginBtn = rc.Get<GameObject>("LoginBtn");
            loginBtn.GetComponent<Button>().onClick.Add(OnLogin);
            this.account = rc.Get<GameObject>("Account");
        }

        public void OnLogin()
        {
            LoginHelper.OnLoginAsync(this.account.GetComponent<InputField>().text).Coroutine();
        }
    }
}
  • 事件处理在UILoginComponent.Awake方法中被注册
  • 在Entity.AddComponent时,AwakeSystem.Awake()->UILoginComponent.Awake方法链会被调用

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转载自www.cnblogs.com/raymondking123/p/11369644.html