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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