using System.Collections; using System.Collections.Generic; using UnityEngine; using Snxxz.UI; using TableConfig; using System; public class LaunchPostProcess : SingletonMonobehaviour { bool m_Completed = false; public bool completed { get { return m_Completed; } set { m_Completed = value; } } public float progress { get { return Config.Instance.GetProgress(); } } float startTime = 0f; public void Begin() { completed = false; startTime = Time.time; StartCoroutine(Config.Instance.Co_LoadConfigs()); } private void Update() { if (!completed && Config.Instance.AllCompleted()) { try { Config.Instance.ConfigParsePostProcess(); GeneralConfig.Instance.Init(); InGameDownLoad.Instance.ParseRewardConfig(); ModelCenter.Instance.Init(); SkillHelper.Instance.Init(); StatusMgr.Instance.Init(); GAMgr.Instance.Init(); FlyObjectManager.Instance.Initialize(); SFXPlayUtility.Instance.Initialize(); AnyCountDownUtility.Instance.Initialize(); MapTransferUtility.Instance.Initialize(); DirtyWordConfig.Init(); DirtyNameConfig.Init(); NewBieCenter.Instance.Init(); DebugEx.LogFormat("解析配置表耗时:{0}", Time.time - startTime); } catch (Exception ex) { Debug.LogErrorFormat("严重警告:游戏逻辑初始化失败,无法进入游戏!错误:{0}", ex); ExceptionCatcher.ReportException("严重警告,游戏初始化失败", ex); } finally { completed = true; } } } }