using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class ConfigInitTask : LaunchTask { public override float expectTime { get { return LocalSave.GetFloat("ConfigInitTask_ExpectTime", 10f); } protected set { LocalSave.SetFloat("ConfigInitTask_ExpectTime", value); } } float threshold = 1f; public override void Begin() { LaunchInHot.m_CurrentStage = LaunchStage.ConfigInit; duration = Mathf.Max(0.5f, expectTime); threshold = Application.platform == RuntimePlatform.WindowsEditor ? 1f : 0.9f; // LaunchPostProcess.Instance.Begin(); // InitialFunctionConfig.Init(true); //有更新再初始化一次 } public override void End() { expectTime = timer; Debug.LogFormat("{0}执行时长:{1};", this.GetType().Name, timer); // TODO YYL // OperationLogCollect.Instance.RecordLauchEvent(3); // OperationLogCollect.Instance.RecordEvent(3); } public override void Update() { if (done) { return; } timer += Time.deltaTime; // if (!ConfigInitiator.IsLoginConfigInited)\ // TODO YYL // if (!ConfigInitiator.done) // { // done = false; // progress = timer / duration; // } // else { done = true; } ExceptionReport(); } }