Forest_Client/Forest/Assets/PhxhSDK/AOT/VersionUpdate/VersionUpdateHandle.cs

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2024-06-12 15:01:54 +08:00
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace PhxhSDK.AOT.VersionUpdate
{
public class VersionUpdateHandle
{
private readonly IVersionUpdate _updateImpl;
private readonly IVersionUpdateUI _updateUI;
public VersionUpdateHandle(IVersionUpdateUI ui)
{
#if USE_YOO
_updateImpl = new VersionUpdate_YooAsset(ui);
#else
_updateImpl = new VersionUpdate_Addressables(ui);
#endif
_updateUI = ui;
}
public async UniTask<bool> CheckUpdate()
{
Debug.Log("开始检查版本更新");
var checkResult = await _CheckVersion();
switch (checkResult)
{
case EVersionUpdateType.NoUpdate:
Debug.Log("无需更新");
return true;
case EVersionUpdateType.ResUpdate:
Debug.Log("资源更新");
await _UpdateRes();
return true;
default:
_updateUI.UpdateProgressText("Start Failed!");
Debug.LogError("暂未实现的更新类型: " + checkResult);
return false;
}
}
private async UniTask<EVersionUpdateType> _CheckVersion()
{
return await _updateImpl.CheckVersion();
}
private async UniTask<bool> _UpdateRes()
{
var versionInfo = _updateImpl.GetVersionInfo();
var totalBytes = versionInfo.totalBytes;
var totalMb = totalBytes / 1024f / 1024f;
var totalMbStr = totalMb.ToString("F2");
var showStr = $"Find New Version: {versionInfo.newVersion}\n" +
$"Current Version: {versionInfo.oldVersion}\n" +
$"Need Download Size: {totalMbStr}MB\n" +
$"Continue?";
var result = await _updateUI.ShowDialog("Need Update", showStr);
if (!result)
{
return false;
}
return await _updateImpl.UpdateRes();
}
}
}