using System; 
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using System.Collections.Generic; 
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using System.IO; 
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using UnityEngine; 
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public class ConfigInitTask : LaunchTask 
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{ 
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    public override float expectTime 
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    { 
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        get { return LocalSave.GetFloat("ConfigInitTask_ExpectTime", 10f); } 
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        protected set { LocalSave.SetFloat("ConfigInitTask_ExpectTime", value); } 
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    } 
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    float threshold = 1f; 
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    public override void Begin() 
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    { 
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        LaunchInHot.m_CurrentStage = LaunchStage.ConfigInit; 
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        duration = Mathf.Max(0.5f, expectTime); 
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        threshold = Application.platform == RuntimePlatform.WindowsEditor ? 1f : 0.9f; 
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        // LaunchPostProcess.Instance.Begin(); 
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        // InitialFunctionConfig.Init(true);   //有更新再初始化一次 
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    } 
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    public override void End() 
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    { 
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        expectTime = timer; 
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        Debug.LogFormat("{0}执行时长:{1};", this.GetType().Name, timer); 
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        // TODO YYL 
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        // OperationLogCollect.Instance.RecordLauchEvent(3); 
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        // OperationLogCollect.Instance.RecordEvent(3); 
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    } 
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    public override void Update() 
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    { 
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        if (done) 
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        { 
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            return; 
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        } 
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        timer += Time.deltaTime; 
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        // if (!ConfigInitiator.IsLoginConfigInited)\ 
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        // TODO YYL 
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        // if (!ConfigInitiator.done) 
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        // { 
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        //     done = false; 
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        //     progress = timer / duration; 
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        // } 
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        // else 
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        { 
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            done = true; 
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        } 
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        ExceptionReport(); 
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    } 
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} 
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