| | |
| | | // public Action OnSwitchAccount;
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| | | private LaunchWinData launchWinData = null;
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| | |
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| | | public void Init()
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| | | public async UniTask Init()
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| | | {
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| | | UIManager.Instance.OnCloseWindow += OnCloseWindow;
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| | | }
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| | |
| | | UIManager.Instance.DestroyAllUI();
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| | |
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| | | // US3: Show loading screen FIRST, then load resources with progress
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| | | LoadingWin loadingWin = UIManager.Instance.OpenWindow<LoadingWin>();
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| | | LoadingWin loadingWin = await UIManager.Instance.OpenWindowAsync<LoadingWin>();
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| | | InitLoadingWinData(loadingWin);
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| | |
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| | | // Phase 1 (0% ~ 30%): YooAsset resource preload
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| | |
| | |
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| | | currentStage = StageName.Login;
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| | |
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| | | UIManager.Instance.OpenWindow<LaunchBackGroundWin>();
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| | | UIManager.Instance.OpenWindow<LoginWin>();
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| | | UIManager.Instance.OpenWindowAsync<LaunchBackGroundWin>().Forget();
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| | | UIManager.Instance.OpenWindowAsync<LoginWin>().Forget();
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| | |
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| | | if (VersionUtility.Instance.NeedDownAsset() && !AssetVersionUtility.hasDownLoadFullAsset)
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| | | {
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| | |
| | |
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| | | Main.OnSwitchToLoginScene();
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| | | currentStage = StageName.Login;
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| | | UIManager.Instance.OpenWindow<LaunchBackGroundWin>();
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| | | UIManager.Instance.OpenWindow<LoginWin>();
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| | | UIManager.Instance.OpenWindowAsync<LaunchBackGroundWin>().Forget();
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| | | UIManager.Instance.OpenWindowAsync<LoginWin>().Forget();
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| | |
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| | | if (ServerForceExitHintWin.reason != 0)
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| | | {
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| | | UIManager.Instance.OpenWindow<ServerForceExitHintWin>();
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| | | UIManager.Instance.OpenWindowAsync<ServerForceExitHintWin>().Forget();
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| | | }
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| | | // SoundPlayer.Instance.StopBackGroundMusic();
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| | | SoundPlayer.Instance.PlayLoginMusic();
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| | |
| | | BeforeLoadingGameScene?.Invoke();
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| | |
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| | | // US3: Show loading screen FIRST, then load resources with progress
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| | | LoadingWin loadingWin = UIManager.Instance.OpenWindow<LoadingWin>();
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| | | LoadingWin loadingWin = await UIManager.Instance.OpenWindowAsync<LoadingWin>();
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| | | InitLoadingWinData(loadingWin);
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| | |
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| | | // Phase 1 (0% ~ 30%): YooAsset resource preload
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| | |
| | |
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| | | AfterLoadingGameScene?.Invoke();
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| | |
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| | | UIManager.Instance.OpenWindow<MainWin>();
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| | | UIManager.Instance.OpenWindowAsync<MainWin>().Forget();
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| | |
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| | | //游戏内日志关闭
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| | | #if !UNITY_EDITOR
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| | |
| | | {
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| | | asyncOperation.allowSceneActivation = false;
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| | |
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| | | LoadingWin loadingWin = UIManager.Instance.OpenWindow<LoadingWin>();
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| | | LoadingWin loadingWin = await UIManager.Instance.OpenWindowAsync<LoadingWin>();
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| | | InitLoadingWinData(loadingWin);
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| | |
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| | | while (!asyncOperation.isDone)
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