| Core/GameEngine/Login/LoginStage.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Stage/StageManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/AssetVersion/InGameDownLoadProgress.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WindowJump/WindowJumpMgr.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Login/LoginStage.cs
@@ -10,7 +10,7 @@ public override void Initialize() { base.Initialize(); WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>(); WindowCenter.Instance.Open<LaunchBackGroundWin>(true); var backGroundWin = WindowCenter.Instance.Get<LaunchBackGroundWin>(); if (backGroundWin != null) Fight/Stage/StageManager.cs
@@ -17,32 +17,40 @@ public event Action<float> loadingProgressEvent; bool m_IsServerPreparing = false; public bool isServerPreparing { public bool isServerPreparing { get { return m_IsServerPreparing; } set { m_IsServerPreparing = value; } } public Stage.E_StageType StageType { get { public Stage.E_StageType StageType { get { return m_StageType; } } public Stage CurrentStage { get { public Stage CurrentStage { get { return m_CurrentStage; } } int m_CurrentMapId; public int currentMapId { public int currentMapId { get { return m_CurrentMapId; } private set { m_CurrentMapId = value; } } int m_CurrentMapResID; public int currentMapResId { get { public int currentMapResId { get { return m_CurrentMapResID; } private set { m_CurrentMapResID = value; } @@ -53,9 +61,11 @@ float m_LoadingProgress = 0f; float loadingProgress { float loadingProgress { get { return m_LoadingProgress; } set { set { m_LoadingProgress = value; if (loadingProgressEvent != null) { @@ -119,9 +129,9 @@ { if (currentMapResId != 0 && currentMapResId == mapResConfigID) { //OperationLogCollect.Instance.BugReport("Warning", "StageManager Load Same MapID:" + mapResConfigID); //OperationLogCollect.Instance.BugReport("Warning", "StageManager Load Same MapID:" + mapResConfigID); #if UNITY_EDITOR Debug.LogFormat("StageManager出现加载相同地图行为:" + mapResConfigID); Debug.LogFormat("StageManager出现加载相同地图行为:" + mapResConfigID); #endif yield break; } @@ -162,7 +172,7 @@ WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>(); if (!WindowCenter.Instance.CheckOpen<LaunchBackGroundWin>()) { WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>(); WindowCenter.Instance.Open<LaunchBackGroundWin>(true); } WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>(); @@ -172,7 +182,7 @@ WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>(); if (!WindowCenter.Instance.CheckOpen<LaunchBackGroundWin>()) { WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>(); WindowCenter.Instance.Open<LaunchBackGroundWin>(true); } WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>(); System/AssetVersion/InGameDownLoadProgress.cs
@@ -18,19 +18,26 @@ private void Awake() { if (InGameDownLoad.Instance.dominantState != InGameDownLoad.Dominant.None && InGameDownLoad.Instance.state != InGameDownLoad.State.Completed) if (!InGameDownLoad.Instance.hasReward && InGameDownLoad.Instance.completeDownLoadAccount == PlayerDatas.Instance.baseData.AccID) { this.gameObject.SetActive(true); m_ProgressText.gameObject.SetActive(true); m_ProgressText.text = "100%"; this.gameObject.SetActive(true); } else if (!InGameDownLoad.Instance.hasReward && InGameDownLoad.Instance.completeDownLoadAccount == PlayerDatas.Instance.baseData.AccID) else if (InGameDownLoad.Instance.dominantState != InGameDownLoad.Dominant.None) { m_ProgressText.gameObject.SetActive(true); var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100); m_ProgressText.text = StringUtility.Contact(progress, "%"); this.gameObject.SetActive(true); m_ProgressText.gameObject.SetActive(true); if (InGameDownLoad.Instance.state != InGameDownLoad.State.Completed) { m_ProgressText.text = "100%"; } else { var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100); m_ProgressText.text = StringUtility.Contact(progress, "%"); } } else { @@ -72,7 +79,6 @@ { case InGameDownLoad.State.Completed: this.gameObject.SetActive(false); m_ProgressText.gameObject.SetActive(false); break; case InGameDownLoad.State.None: case InGameDownLoad.State.Prepared: @@ -92,8 +98,7 @@ case InGameDownLoad.State.Award: this.gameObject.SetActive(true); m_ProgressText.gameObject.SetActive(true); var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100); m_ProgressText.text = StringUtility.Contact(progress, "%"); m_ProgressText.text = "100%"; break; } } @@ -106,16 +111,18 @@ private void UpdateDownLoadProgress() { m_ProgressSlider.fillAmount = InGameDownLoad.Instance.progress; if (InGameDownLoad.Instance.state == InGameDownLoad.State.DownLoad) if (m_ProgressText != null) { if (m_ProgressText != null) if (InGameDownLoad.Instance.state == InGameDownLoad.State.Award) { m_ProgressText.text = "100%"; } else { var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100); m_ProgressText.text = StringUtility.Contact(Mathf.Clamp(progress, 0, 99), "%"); } } } private void OpenInGameDownloadWin() System/WindowJump/WindowJumpMgr.cs
@@ -266,7 +266,13 @@ return; } break; case JumpUIType.VipRechargeFunc3: if (!OpenServerActivityCenter.Instance.IsActivityOpen(10)) { SysNotifyMgr.Instance.ShowTip("ActiveOutTime"); return; } break; case JumpUIType.OSTimeLimitGift: if (!OpenServerActivityCenter.Instance.IsActivityOpen(3)) { @@ -528,7 +534,6 @@ case JumpUIType.WelfareFunc2: case JumpUIType.WelfareFunc3: case JumpUIType.WelfareFunc2Type2: case JumpUIType.VipRechargeFunc3: SetJumpLogic<WelfareWin>(_tagWinSearchModel.TABID); break; case JumpUIType.SystemSettingFunc1: @@ -643,6 +648,7 @@ case JumpUIType.TreasureSoul: SetJumpLogic<TreasureSoulWin>(_tagWinSearchModel.TABID); break; case JumpUIType.VipRechargeFunc3: case JumpUIType.OSTimeLimitGift: case JumpUIType.FlashSale: case JumpUIType.ConsumreRebate: