//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework.Resource; using UnityGameFramework.Runtime; using ProcedureOwner = GameFramework.Fsm.IFsm; namespace GFMain { public class ProcedureSplash : ProcedureBase { public override bool UseNativeDialog { get { return true; } } //bool showMessage = false; protected override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); //showMessage = false; } protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); // TODO: 这里可以播放一个 Splash 动画 // ... if (MainEntry.Base.EditorResourceMode) { // 编辑器模式 Log.Info("Editor resource mode detected."); ChangeState(procedureOwner); } else if (MainEntry.Resource.ResourceMode == ResourceMode.Package) { // 单机模式 Log.Info("Package resource mode detected."); ChangeState(procedureOwner); } else { #if UNITY_SERVER //服务器端以单机模式运行 Log.Info("Package resource mode detected."); ChangeState(procedureOwner); return; #endif // 可更新模式 Log.Info("Updatable resource mode detected."); //if (showMessage) // return; //MainEntry.CommonUI.messageBox.ShowMessage("是否检查更新?", UnityCommon.MessageBoxParams.MessageType.ConfirmCancel, (res) => //{ // if (res == UnityCommon.MessageBoxParams.ResultType.Confirm) // { ChangeState(procedureOwner); // } // else // { // ChangeState(procedureOwner); // } //}); //showMessage = true; } } } }