| | |
| | | static public LaunchStage currentStage { get { return m_CurrentStage; } }
|
| | |
|
| | | static float m_Progress = 0f;
|
| | | static public float progress
|
| | | {
|
| | | static public float progress {
|
| | | get { return m_Progress; }
|
| | | set
|
| | | {
|
| | | set {
|
| | | if (m_Progress != value)
|
| | | {
|
| | | m_Progress = value;
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| | |
| | | while (!LaunchPostProcess.Instance.completed
|
| | | && LaunchPostProcess.Instance.progress < (Application.platform == RuntimePlatform.WindowsEditor ? 1f : 0.8f))
|
| | | {
|
| | | progress = Mathf.Clamp(progressBuf + LaunchPostProcess.Instance.progress * 1.25f, progressBuf, 1f);
|
| | | progress = Mathf.Clamp(progressBuf + LaunchPostProcess.Instance.progress * (1 - progressBuf) , progressBuf, 1f);
|
| | | yield return null;
|
| | | }
|
| | |
|