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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