using HotUpdate.UI; using Cysharp.Threading.Tasks; using PhxhSDK.AOT; using PhxhSDK.AOT.SimpleLoader; using PhxhSDK.AOT.VersionUpdate; using System; #if UNITY_IOS && !UNITY_EDITOR using System.Runtime.InteropServices; #endif using PhxhSDK.AOT.PreConfig; using UnityEngine; using UnityEngine.SceneManagement; using Assets.PhxhSDK.AOT.BI; using PhxhSDK; #if USE_OBFUZ using Obfuz.EncryptionVM; using Obfuz; #endif #if PLATFORM_ANDROID || UNITY_EDITOR using UnityEngine.Android; #endif public class GameLauncher : MonoBehaviour { #if USE_OBFUZ private static bool _isSetUpStaticSecret = false; /// /// 初始化EncryptionService后被混淆的代码才能正常运行, /// 因此尽可能地早地初始化它。 /// [ObfuzIgnore] [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] private static void _SetUpStaticSecretKey() { if (_isSetUpStaticSecret) { return; } _isSetUpStaticSecret = true; Debug.Log("[Obfz] SetUpStaticSecret begin"); var loadedAsset = Resources.Load("us5af47s54fsa1z90sf"); if (loadedAsset == null) { Debug.LogError("[Obfz] SetUpStaticSecret failed: could not load static secret asset"); return; } EncryptionService.Encryptor = new GeneratedEncryptionVirtualMachine(loadedAsset.bytes); Debug.Log("[Obfz] SetUpStaticSecret end"); } private static void _SetUpDynamicSecret(byte[] bytes) { Debug.Log("[Obfz] SetUpDynamicSecret begin"); EncryptionService.Encryptor = new GeneratedEncryptionVirtualMachine(bytes); Debug.Log("[Obfz] SetUpDynamicSecret end"); } private const string DYNAMIC_SECRET_PATH = "Assets/Config/Obfuz/defaultDynamicSecretKey.bytes"; #endif private const string START_SCENE_NAME = "Assets/Scenes/StartScene.unity"; /// /// 真进度 /// private float _finalProgess { get; set; } #if USE_HCLR private HybridCLRHelper _hybridCLRHelper; #endif private VersionUpdateHandle _versionUpdateHandle; private ISimpleLoader _simpleLoader; private IVersionUpdateUI versionUpdateUI; public bool enableHotUpdate = true; private void Awake() { #if USE_OBFUZ _SetUpStaticSecretKey(); #endif Screen.sleepTimeout = SleepTimeout.NeverSleep; // 保持屏幕常亮 _finalProgess = 0f; } private void Start() { PackDataInst.CreateInst(); versionUpdateUI = new TempUIHandle(); versionUpdateUI.HideUpdateInfo(); bool agreement = PlayerPrefs.GetInt("PrivacyAgreement", 0) == 1; //BIToolinAOT.Instance.TrackEventInAOT("app_open", null); if (!agreement) // 弹隐私弹窗 { TempUpdateUI.Instance.PrivacyAgreeCallback = () => { TempUpdateUI.Instance.m_ProgressObj.SetActive(true); _Launch().Forget(); }; TempUpdateUI.Instance.m_PrivacyDialogObj.SetActive(true); } else { TempUpdateUI.Instance.m_ProgressObj.SetActive(true); _Launch().Forget(); } } private void Update() { if (null == versionUpdateUI) return; versionUpdateUI.UpdateProgress(_finalProgess); } private async UniTask _Launch() { #if SDK_ADJUST var YourAppToken = "shw96lfwisqo"; // 替换为你的Adjust App Token AdjustInitTool.Instance.InitAdjustSDK(YourAppToken); #endif #if SDK_FIREBASE Firebase.Analytics.FirebaseAnalytics.LogEvent("First_open"); #endif SDKManager.GetSingleton().InitEarly(); MultiPlatformBIService.SetUserProperty("channel", PackDataInst.Inst.localInfo.workSpace); #if UNITY_EDITOR enableHotUpdate = false; #endif #if PLATFORM_ANDROID && !SDK_BILIBILI //B站在隐私协议之后才申请权限 if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite)) { Debug.Log("申请权限: " + Permission.ExternalStorageWrite); Permission.RequestUserPermission(Permission.ExternalStorageWrite); } #endif versionUpdateUI.UpdateProgressText(LocalizeMono.Instance.GetLocalizeText("NetworkConnection")); // 尝试网络连接中... _versionUpdateHandle = new VersionUpdateHandle(versionUpdateUI, SetRealProgress); UpdateLocalInfo localInfo = PackDataInst.Inst.localInfo; string acquiring = LocalizeMono.Instance.GetLocalizeText("Acquiring"); // 获取中... string displayLocalVersion = VersionDisplayFormatter.Format(localInfo.localFullVersion, "[LTRes]GameLauncher"); Debug.Log("[LTRes]GameLauncher - ShowVersion关键日志 stage=LaunchInit, fullOldVersion=" + localInfo.localFullVersion + ", fullNewVersion=" + acquiring + ", displayOldVersion=" + displayLocalVersion + ", displayNewVersion=" + acquiring + ", serverName=" + acquiring); versionUpdateUI.ShowVersion(Application.version, localInfo.workSpace, displayLocalVersion, acquiring, acquiring); BIToolinAOT.Instance.Init();//TalkingData初始化 try { DeviceIdHandle.Instance.Initialize();//设备ID获取初始化 #if UNITY_IOS && !UNITY_EDITOR Debug.Log("开始获取iOS标识:"); DeviceIdHandle.Instance.IDFV = FetchIDFV(); FetchIDFA(); Debug.Log("结束获取iOS标识:"); #endif } catch (Exception e) { Debug.LogError($"DeviceIdHandle Initialize Error:{e}"); } //PlayerPrefs.SetString("BI_Platform", TalkingDataInitTool.channel); #region 更新AppConfig bool downloadResult; do { try { versionUpdateUI.UpdateProgressText(LocalizeMono.Instance.GetLocalizeText("RequestConfiguration")); // 开始请求APPConfig BIToolinAOT.Instance.TrackEventInAOT("app_config_request", null); downloadResult = await PreConfig.instance.DownloadConfig(); versionUpdateUI.UpdateProgressText(LocalizeMono.Instance.GetLocalizeText("RequestConfigurationComplete")); // 请求APPConfig结束 string displayLocalVersionAfterConfig = VersionDisplayFormatter.Format(localInfo.localFullVersion, "[LTRes]GameLauncher"); Debug.Log("[LTRes]GameLauncher - ShowVersion关键日志 stage=ConfigReady, fullOldVersion=" + localInfo.localFullVersion + ", fullNewVersion=" + acquiring + ", displayOldVersion=" + displayLocalVersionAfterConfig + ", displayNewVersion=" + acquiring + ", serverName=" + PreConfig.instance.ServerName); versionUpdateUI.ShowVersion(Application.version, localInfo.workSpace, displayLocalVersionAfterConfig, acquiring, PreConfig.instance.ServerName); BIToolinAOT.Instance.TrackEventInAOT("app_config_response", new System.Collections.Generic.Dictionary(){ {"result", downloadResult? 0 : 1 } }); } catch (Exception) { downloadResult = false; } } while (!downloadResult && await versionUpdateUI.ShowDialog(LocalizeMono.Instance.GetLocalizeText("Tip"), LocalizeMono.Instance.GetLocalizeText("DownloadConfigErrorRetry"))); // 下载配置文件失败,是否重试? if (!downloadResult) TempUpdateUI.Instance.OnClickCancel(); #endregion if (!PreConfig.instance.isConfigValid) { // 配置错误,没有读取到ResUrl Debug.LogError("配置文件错误"); await versionUpdateUI.ShowDialog(LocalizeMono.Instance.GetLocalizeText("Tip"), LocalizeMono.Instance.GetLocalizeText("ConfigError")); // 配置文件错误 TempUpdateUI.Instance.OnClickCancel(); return; } if (PreConfig.instance.isVersionClosed) { // 版本已关闭 Debug.Log("[GameLauncher] 版本已关闭"); await versionUpdateUI.ShowDialog(LocalizeMono.Instance.GetLocalizeText("Tip"), LocalizeMono.Instance.GetLocalizeText("VersionClosed")); // 配置文件错误 TempUpdateUI.Instance.OnClickCancel(); return; } await YooAssetHelper.Init(); _simpleLoader = new SimpleLoader_YooAsset(); Debug.Log($"Launch Game! enableHotUpdate:{enableHotUpdate}"); bool result = await _versionUpdateHandle.CheckUpdate();//这里会打点资源检测更新事件 if (!result) { Debug.LogError("更新失败!,无法进入游戏"); return; } if (enableHotUpdate) { #if USE_HCLR #if USE_OBFUZ byte[] dynamicSecret = await _simpleLoader.LoadConfigBytes(DYNAMIC_SECRET_PATH); _SetUpDynamicSecret(dynamicSecret); _simpleLoader.UnloadConfigBytes(DYNAMIC_SECRET_PATH); #endif Debug.Log("需要热更新,开始加载程序集"); _hybridCLRHelper = new HybridCLRHelper(); _hybridCLRHelper.SetDllList(AOTGenericReferences.PatchedAOTAssemblyList); _hybridCLRHelper.RegisterLoader(_simpleLoader); await _hybridCLRHelper.LoadAssemblies(); Debug.Log("加载程序集结束!"); #endif } await _simpleLoader.WarmUpShader(); await EnterGame(); } private async UniTask EnterGame() { Debug.Log("开始加载游戏场景"); _SimulationProgress(versionUpdateUI.GetCurProgress()).Forget(); try { Scene scene = await _simpleLoader.LoadSceneAsync(START_SCENE_NAME, LoadSceneMode.Additive); foreach (GameObject go in scene.GetRootGameObjects()) { if ("EventSystem".Equals(go.name)) { Destroy(go); break; } } } catch (Exception e) { Debug.LogException(e); } finally { await LoadOver(); Debug.Log("加载游戏场景结束"); } } private async UniTask _SimulationProgress(float startProgress) { versionUpdateUI.UpdateProgressText(LocalizeMono.Instance.GetLocalizeText("InitGaming")); // 初始化游戏... _finalProgess = startProgress; float step = (1f - startProgress) * 0.02f; while (startProgress + step <= 0.99f) { await UniTask.Delay(20); startProgress += step; _finalProgess = startProgress; } } private async UniTask LoadOver() { while (true) { await UniTask.Yield(); // Debug.Log($"校验是否加载完:{IVersionUpdateUI.IsLoadOver}"); if (StartSceneLoadingManager.IsLoadOver) { _finalProgess = 1f; versionUpdateUI.UpdateProgressText(LocalizeMono.Instance.GetLocalizeText("Complete")); // 完成 await UniTask.Delay(200); versionUpdateUI.CloseAll(); await SceneManager.UnloadSceneAsync(0); return; } } } /// /// 设置进度 /// /// private void SetRealProgress(float progress) { _finalProgess = progress; } #region iOS_DeviceHelper #if UNITY_IOS && !UNITY_EDITOR [DllImport("__Internal")] private static extern void RequestIDFA(); [DllImport("__Internal")] private static extern string GetIDFV(); #endif public Action OnIDFAReceived; // 调用这个方法请求 IDFA(iOS 14+ 会弹授权) // 调用 FetchIDFA() → 弹授权框 → 回调给 Unity public void FetchIDFA(Action callback = null) { #if UNITY_IOS && !UNITY_EDITOR OnIDFAReceived = callback; RequestIDFA(); // 调用 Xcode 端方法 #else callback?.Invoke("Editor_IDFA"); #endif } // 调用这个方法直接获取 IDFV public string FetchIDFV() { #if UNITY_IOS && !UNITY_EDITOR var idfv = GetIDFV(); Debug.Log("ios 获取到 IDFV: " + idfv); return idfv; #else return "Editor_IDFV"; #endif } // Xcode 会通过 UnitySendMessage 回调这个方法 public void OnIDFAResult(string idfa) { Debug.Log("ios 获取到 IDFA: " + idfa); DeviceIdHandle.Instance.IDFA = idfa; OnIDFAReceived?.Invoke(idfa); } #endregion }