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//-----------------------------------------------------------------------
// <copyright>
// Copyright (c) 2018 wanderer. All rights reserved.
// </copyright>
// <describe> #加载资源状态# </describe>
// <email> dutifulwanderer@gmail.com </email>
// <time> #2018年7月8日 14点39分# </time>
//-----------------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
namespace Wanderer.GameFramework
{
[FSM()]
public class LoadResourceState : FSMState<GameStateContext>
{
// private FSM<GameStateContext> _fsmGameStateContext;
private bool _flag = false;
#region 重写函数
public override void OnInit(FSM<GameStateContext> fsm)
{
base.OnInit(fsm);
// _fsmGameStateContext=fsm;
}
public override void OnEnter(FSM<GameStateContext> fsm)
{
base.OnEnter(fsm);
_flag = false;
GameMode.Event.AddListener<ResourceAssetPathsMapReadyEventArgs>(OnResourceAssetPathsMapReady);
//设置ab包的加载方式
// GameMode.Resource.SetResourceHelper(new BundleResourceHelper());
//资源管理类的初始设置
//GameMode.Resource.Asset.SetResource();
}
public override void OnExit(FSM<GameStateContext> fsm)
{
GameMode.Event.RemoveListener<ResourceAssetPathsMapReadyEventArgs>(OnResourceAssetPathsMapReady);
base.OnExit(fsm);
}
public override void OnUpdate(FSM<GameStateContext> fsm)
{
base.OnUpdate(fsm);
//切换到预加载的状态
if (_flag)
{
ChangeState<PreloadState>(fsm);
}
}
public override string ToString()
{
return base.ToString();
}
#endregion
#region 事件回调
//资源准备完毕
private void OnResourceAssetPathsMapReady(object sender, IEventArgs e)
{
_flag = true;
}
#endregion
}
}