| | |
| | | while (!SDKUtility.Instance.AssetCopyFinished)
|
| | | {
|
| | | timer += Time.deltaTime;
|
| | | progress = Mathf.Clamp(progressBuf + timer / duration * 0.5f, progressBuf, progressBuf + 0.5f);
|
| | | progress = Mathf.Clamp(progressBuf + timer / duration * 0.3f, progressBuf, progressBuf + 0.3f);
|
| | | yield return null;
|
| | | }
|
| | | }
|
| | |
| | | }
|
| | | finally
|
| | | {
|
| | | progress = Mathf.Clamp(progressBuf + ((float)index / count) * 0.5f, progressBuf, progressBuf + 0.5f);
|
| | | progress = Mathf.Clamp(progressBuf + ((float)index / count) * 0.3f, progressBuf, progressBuf + 0.3f);
|
| | | }
|
| | |
|
| | | yield return null;
|
| | |
| | | while (!AssetVersionUtility.checkAssetCompleted)
|
| | | {
|
| | | timer += Time.deltaTime;
|
| | | progress = Mathf.Clamp(progressBuf + timer / duration * 0.4f, progressBuf, progressBuf + 0.4f);
|
| | | progress = Mathf.Clamp(progressBuf + timer / duration * 0.3f, progressBuf, progressBuf + 0.3f);
|
| | | yield return null;
|
| | | }
|
| | |
|
| | |
| | |
|
| | | progressBuf = progress;
|
| | | while (!LaunchPostProcess.Instance.completed
|
| | | && LaunchPostProcess.Instance.progress < (Application.platform == RuntimePlatform.WindowsEditor ? 1f : 0.6f))
|
| | | && LaunchPostProcess.Instance.progress < (Application.platform == RuntimePlatform.WindowsEditor ? 1f : 0.8f))
|
| | | {
|
| | | progress = Mathf.Clamp(progressBuf + LaunchPostProcess.Instance.progress * 1.67f, progressBuf, 1f);
|
| | | progress = Mathf.Clamp(progressBuf + LaunchPostProcess.Instance.progress * 1.25f, progressBuf, 1f);
|
| | | yield return null;
|
| | | }
|
| | |
|