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 DownLoadAssetTask : 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("DownLoadAssetTask_ExpectTime", 3f); } 
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        protected set { LocalSave.SetFloat("DownLoadAssetTask_ExpectTime", value); } 
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    } 
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    public override void Begin() 
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    { 
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        LaunchInHot.m_CurrentStage = LaunchStage.DownLoad; 
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        outTime = 9999f; 
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        duration = Mathf.Max(0.5f, expectTime); 
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        if (VersionUtility.Instance.NeedDownAsset()) 
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        { 
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            if (!AssetVersionUtility.priorAssetDownLoadDone) 
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            { 
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                AssetVersionUtility.BeginDownLoadTask(true); 
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                done = false; 
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                progress = 0f; 
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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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        } 
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        else 
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        { 
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            done = true; 
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        } 
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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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        if (!AssetVersionUtility.unPriorAssetDownLoadDone) 
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        { 
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            AssetVersionUtility.BeginDownLoadTask(false); 
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        } 
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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 (!AssetVersionUtility.priorAssetDownLoadDone) 
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        { 
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            done = false; 
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            progress = 0f; 
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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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