using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class DownLoadAssetTask : LaunchTask { public override float expectTime { get { return LocalSave.GetFloat("DownLoadAssetTask_ExpectTime", 3f); } protected set { LocalSave.SetFloat("DownLoadAssetTask_ExpectTime", value); } } public override void Begin() { LaunchInHot.m_CurrentStage = LaunchStage.DownLoad; outTime = 9999f; duration = Mathf.Max(0.5f, expectTime); if (VersionUtility.Instance.NeedDownAsset()) { if (!AssetVersionUtility.priorAssetDownLoadDone) { AssetVersionUtility.BeginDownLoadTask(true); done = false; progress = 0f; } else { done = true; } } else { done = true; } } public override void End() { expectTime = timer; Debug.LogFormat("{0}执行时长:{1};", this.GetType().Name, timer); if (!AssetVersionUtility.unPriorAssetDownLoadDone) { AssetVersionUtility.BeginDownLoadTask(false); } } public override void Update() { if (done) { return; } timer += Time.deltaTime; if (!AssetVersionUtility.priorAssetDownLoadDone) { done = false; progress = 0f; } else { done = true; } ExceptionReport(); } }