using Axibug.Runtime; using ProcedureOwner = Axibug.Fsm.IFsm; namespace Game { public class ProcedureSplash : ProcedureBase { protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); if (AppEntry.Base.EditorResourceMode) { // 编辑器模式 Log.Info("游戏模式:编辑器模式."); //procedureOwner.SetData("message", "编辑器模式"); ChangeState(procedureOwner); } else { // 热更新模式 Log.Info("游戏模式:热更新模式."); ChangeState(procedureOwner); } } } }