| | |
| | | using System.Collections.Generic; |
| | | using System.IO; |
| | | using UnityEngine; |
| | | using Cysharp.Threading.Tasks; |
| | | public class LaunchFadeOutTask : LaunchTask |
| | | { |
| | | public override float expectTime |
| | |
| | | LaunchInHot.m_CurrentStage = LaunchStage.Complete; |
| | | duration = 0.5f; |
| | | |
| | | ShaderUtility.WarmUpAll(); |
| | | ShaderUtility.WarmUpAllAsync().ContinueWith(() => |
| | | { |
| | | Debug.LogError("warm up shader complete"); |
| | | done = true; |
| | | }).Forget(); |
| | | //SpeechTranslate.Instance.RequestGetToken(); |
| | | |
| | | |
| | |
| | | |
| | | if (timer >= 0.5f)//&& ILLauncherProxy.Instance.started) |
| | | { |
| | | done = true; |
| | | // done = true; |
| | | } |
| | | else |
| | | { |
| | | done = false; |
| | | // done = false; |
| | | progress = Mathf.Clamp01(timer / expectTime); |
| | | } |
| | | |