少年修仙传客户端代码仓库
3335 安卓平台游戏启动进度条改为双进度条,拷贝文件和解压文件一条进度 ,版本资源检测以及加载配置文件一条进度
1个文件已修改
15 ■■■■ 已修改文件
Core/GameEngine/Login/Launch.cs 15 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Login/Launch.cs
@@ -13,11 +13,9 @@
    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;
@@ -209,7 +207,7 @@
                    while (!SDKUtility.Instance.AssetCopyFinished)
                    {
                        timer += Time.deltaTime;
                        progress = Mathf.Clamp(progressBuf + timer / duration * 0.3f, progressBuf, progressBuf + 0.3f);
                        progress = Mathf.Clamp(progressBuf + timer / duration * 0.6f, progressBuf, progressBuf + 0.6f);
                        yield return null;
                    }
                }
@@ -220,7 +218,7 @@
                    var decompressProgress = AssetDeCompressTask.DecompressAync(ResourcesPath.Instance.ExternalStorePath);
                    while (!decompressProgress.done)
                    {
                        progress = progressBuf + decompressProgress.progress * 0.1f;
                        progress = progressBuf + decompressProgress.progress * 0.3f;
                        yield return null;
                    }
@@ -231,7 +229,7 @@
                    while (timer < 2f)
                    {
                        timer += Time.deltaTime;
                        progress = progressBuf + timer * 0.5f * 0.2f;
                        progress = progressBuf + timer * 0.5f * 0.1f;
                        yield return null;
                    }
@@ -239,12 +237,13 @@
                }
                break;
            case InstalledAsset.NullAsset:
                progress = 0.1f;
                progress = 1f;
                break;
        }
#endif
        progress = 0f;
#if UNITY_ANDROID
        m_CurrentStage = LaunchStage.ClientVersion;
        if (!Application.isEditor || InGameDownTestUtility.enable)