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 LaunchFadeOutTask : 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("LaunchFadeOutTask_ExpectTime", 1f); } 
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        protected set { LocalSave.SetFloat("LaunchFadeOutTask_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.Complete; 
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        duration = 0.5f; 
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        ShaderUtility.WarmUpAll(); 
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        //SpeechTranslate.Instance.RequestGetToken(); 
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        // try 
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        // { 
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        //     Main.Init();//考虑移到launchcomplete (launchinhot)里? 
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        // } 
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        // catch (Exception e) 
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        // { 
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        //     UnityEngine.Debug.LogError(e); 
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        // } 
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        // try 
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        // { 
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        //     LogicLauncher.LaunchStart(); 
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        // } 
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        // catch (Exception e) 
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        // { 
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        //     UnityEngine.Debug.LogError(e); 
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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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    } 
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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 (timer >= 0.5f)//&& ILLauncherProxy.Instance.started) 
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        { 
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            done = true; 
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        } 
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        else 
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        { 
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            done = false; 
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            progress = Mathf.Clamp01(timer / expectTime); 
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        } 
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        ExceptionReport(); 
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    } 
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} 
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