update space shooter

This commit is contained in:
hevinci
2023-03-11 00:45:58 +08:00
parent ff8f8623d9
commit 20061983d6
34 changed files with 104 additions and 104 deletions
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ public class FsmCreateDownloader : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("创建补丁下载器!");
UniModule.StartCoroutine(CreateDownloader());
UniSingleton.StartCoroutine(CreateDownloader());
}
void IStateNode.OnUpdate()
{
@@ -1,7 +1,7 @@
using System.Collections;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -18,7 +18,7 @@ public class FsmDownloadFiles : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("开始下载补丁文件!");
UniModule.StartCoroutine(BeginDownload());
UniSingleton.StartCoroutine(BeginDownload());
}
void IStateNode.OnUpdate()
{
@@ -4,7 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -21,7 +21,7 @@ internal class FsmInitialize : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("初始化资源包!");
UniModule.StartCoroutine(InitPackage());
UniSingleton.StartCoroutine(InitPackage());
}
void IStateNode.OnUpdate()
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
/// <summary>
/// 流程更新完毕
@@ -17,7 +17,7 @@ internal class FsmPatchDone : IStateNode
PatchEventDefine.PatchStatesChange.SendEventMessage("开始游戏!");
// 创建游戏管理器
UniModule.CreateModule<GameManager>();
UniSingleton.CreateSingleton<GameManager>();
// 开启游戏流程
GameManager.Instance.Run();
@@ -4,7 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
/// <summary>
/// 流程准备工作
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ public class FsmUpdateManifest : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("更新资源清单!");
UniModule.StartCoroutine(UpdateManifest());
UniSingleton.StartCoroutine(UpdateManifest());
}
void IStateNode.OnUpdate()
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ internal class FsmUpdateVersion : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("获取最新的资源版本 !");
UniModule.StartCoroutine(GetStaticVersion());
UniSingleton.StartCoroutine(GetStaticVersion());
}
void IStateNode.OnUpdate()
{
@@ -4,10 +4,10 @@ using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Event;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
public class PatchManager : ModuleSingleton<PatchManager>, IModule
public class PatchManager : SingletonInstance<PatchManager>, ISingleton
{
/// <summary>
/// 运行模式
@@ -29,14 +29,14 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
private EventGroup _eventGroup = new EventGroup();
private StateMachine _machine;
void IModule.OnCreate(object createParam)
void ISingleton.OnCreate(object createParam)
{
}
void IModule.OnDestroy()
void ISingleton.OnDestroy()
{
_eventGroup.RemoveAllListener();
}
void IModule.OnUpdate()
void ISingleton.OnUpdate()
{
if (_machine != null)
_machine.Update();