| | |
| | |
|
| | | public bool inGameDownLoadAllow = false;
|
| | | |
| | | public float progress {
|
| | | get {
|
| | | public float progress
|
| | | {
|
| | | get
|
| | | {
|
| | | return Mathf.Clamp01((float)showDownLoadedSize / showTotalSize);
|
| | | }
|
| | | } |
| | |
| | | int totalCount = 0; |
| | | |
| | | int m_OkCount = 0; |
| | | int okCount {
|
| | | int okCount
|
| | | {
|
| | | get { return m_OkCount; }
|
| | | set {
|
| | | set
|
| | | {
|
| | | m_OkCount = value;
|
| | | }
|
| | | } |
| | |
| | | Action onDownLoadOk;
|
| | |
|
| | | Dominant m_DominantState = Dominant.None;
|
| | | public Dominant dominantState {
|
| | | public Dominant dominantState
|
| | | {
|
| | | get { return m_DominantState; }
|
| | | private set {
|
| | | private set
|
| | | {
|
| | | if (m_DominantState != value)
|
| | | {
|
| | | m_DominantState = value;
|
| | |
| | | }
|
| | |
|
| | | State m_State = State.None;
|
| | | public State state {
|
| | | public State state
|
| | | {
|
| | | get { return m_State; }
|
| | | set {
|
| | | set
|
| | | {
|
| | | if (m_State != value)
|
| | | {
|
| | | m_State = value;
|
| | |
| | |
|
| | | public List<Reward> rewards = new List<Reward>();
|
| | | public bool hasReward { get; private set; }
|
| | | public string completeDownLoadAccount {
|
| | | public string completeDownLoadAccount
|
| | | {
|
| | | get { return LocalSave.GetString("InGameDownLoadCompleteAccount"); }
|
| | | set { LocalSave.SetString("InGameDownLoadCompleteAccount", value); }
|
| | | }
|
| | |
| | | {
|
| | | backGroundDownLoadSizeRecord = RemoteFile.TotalDownloadedSize;
|
| | | downLoadedCountRecord = okCount;
|
| | | state = State.Prepared;
|
| | | }
|
| | | StartDownLoad();
|
| | | dominantState = Dominant.Half;
|
| | |
| | |
|
| | | Clock netSwitchClock;
|
| | | NetworkReachability m_NetworkReachability = NetworkReachability.NotReachable; |
| | | NetworkReachability networkReachability {
|
| | | NetworkReachability networkReachability
|
| | | {
|
| | | get { return m_NetworkReachability; }
|
| | | set {
|
| | | set
|
| | | {
|
| | | if (m_NetworkReachability != value)
|
| | | {
|
| | | m_NetworkReachability = value;
|
| | |
| | | |
| | | |
| | | bool m_SimulateWifi = true; |
| | | public bool simulateWifi {
|
| | | public bool simulateWifi
|
| | | {
|
| | | get { return m_SimulateWifi; }
|
| | | set {
|
| | | set
|
| | | {
|
| | | if (m_SimulateWifi != value)
|
| | | {
|
| | | m_SimulateWifi = value;
|