Main/Core/GameEngine/Launch/BuiltInAssetCopyTask.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Core/GameEngine/Launch/LaunchInHot.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Core/GameEngine/Launch/BuiltInAssetCopyTask.cs
@@ -52,6 +52,17 @@ public override void End() { AssetBundleUtility.Instance.InitBuiltInAsset(); LaunchInHot.Instance.InitSystemMgr(); SDKUtils.Instance.Init(); //原sdk接口 // 这里还没开始加载配置 但是提前加载了供LaunchWin使用 PriorLanguageConfig.LazyInit(); InitialFunctionConfig.LazyInit(); UIManager.Instance.OpenWindow<LaunchWin>(); // ConfigInitiator.SyncInit(); UIManager.Instance.CloseWindow<DownLoadWin>(); UIManager.Instance.CloseWindow<VersionUpdateWin>(); Main/Core/GameEngine/Launch/LaunchInHot.cs
@@ -26,27 +26,18 @@ Application.backgroundLoadingPriority = ThreadPriority.High; Screen.sleepTimeout = SleepTimeout.NeverSleep; if (AssetSource.isUseAssetBundle) if (!AssetSource.isUseAssetBundle) { AssetBundleUtility.Instance.InitBuiltInAsset(); } InitSystemMgr(); SDKUtils.Instance.Init(); //原sdk接口 InitSystemMgr(); SDKUtils.Instance.Init(); //原sdk接口 // 这里还没开始加载配置 但是提前加载了供LaunchWin使用 try { Debug.Log("拷贝前先加载了表格"); // 这里还没开始加载配置 但是提前加载了供LaunchWin使用 PriorLanguageConfig.LazyInit(); InitialFunctionConfig.LazyInit(); UIManager.Instance.OpenWindow<LaunchWin>(); } catch (Exception e) { Debug.LogError("前置资源加载失败:" + e); } var builtInAssetCopyTask = new BuiltInAssetCopyTask(); var requestPermissionStart = new RequestPermissionStart();