using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class LaunchFadeOutTask : LaunchTask { public override float expectTime { get { return LocalSave.GetFloat("LaunchFadeOutTask_ExpectTime", 1f); } protected set { LocalSave.SetFloat("LaunchFadeOutTask_ExpectTime", value); } } public override void Begin() { LaunchInHot.m_CurrentStage = LaunchStage.Complete; duration = 0.5f; ShaderUtility.WarmUpAll(); //SpeechTranslate.Instance.RequestGetToken(); UIManager.Instance.OpenWindow(); var launchWin = UIManager.Instance.GetUI(); if (launchWin != null) { launchWin.FadeOut(); } // try // { // Main.Init();//考虑移到launchcomplete (launchinhot)里? // } // catch (Exception e) // { // UnityEngine.Debug.LogError(e); // } // try // { // LogicLauncher.LaunchStart(); // } // catch (Exception e) // { // UnityEngine.Debug.LogError(e); // } } public override void End() { expectTime = timer; Debug.LogFormat("{0}执行时长:{1};", this.GetType().Name, timer); } public override void Update() { if (done) { return; } timer += Time.deltaTime; if (timer >= 0.5f)//&& ILLauncherProxy.Instance.started) { done = true; } else { done = false; progress = Mathf.Clamp01(timer / expectTime); } ExceptionReport(); } }