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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