2024-02-22 14:53:23 +08:00
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using Code.Scripts.HotUpdate.UI;
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2024-02-22 13:24:26 +08:00
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using Cysharp.Threading.Tasks;
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2024-02-21 16:24:29 +08:00
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using PhxhSDK.AOT;
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2024-02-22 12:41:18 +08:00
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using PhxhSDK.AOT.SimpleLoader;
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2024-02-22 14:53:23 +08:00
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using PhxhSDK.AOT.VersionUpdate;
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2024-07-24 12:43:10 +08:00
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using System;
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2024-08-22 12:45:38 +08:00
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using PhxhSDK.AOT.PreConfig;
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2023-10-19 15:00:19 +08:00
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using UnityEngine;
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2024-07-17 12:51:08 +08:00
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using UnityEngine.SceneManagement;
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2024-09-26 19:16:39 +08:00
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using Assets.PhxhSDK.AOT.BI;
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2024-12-02 11:31:04 +08:00
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#if PLATFORM_ANDROID
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using UnityEngine.Android;
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#endif
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2023-10-19 15:00:19 +08:00
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public class GameLauncher : MonoBehaviour
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{
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const string START_SCENE_NAME = "Assets/Scenes/StartScene.unity";
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2024-07-16 14:00:58 +08:00
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2024-01-30 19:42:52 +08:00
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//最大能容忍的下载卡住时长,一旦超过则重新开始下载
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2024-01-31 18:33:47 +08:00
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// private const float DOWNLOAD_STUCK_TIME_MAX = 10;
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2024-01-30 19:42:52 +08:00
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#if USE_HCLR
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private HybridCLRHelper _hybridCLRHelper;
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#endif
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2024-02-22 14:53:23 +08:00
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private VersionUpdateHandle _versionUpdateHandle;
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private ISimpleLoader _simpleLoader;
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private IVersionUpdateUI versionUpdateUI;
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public bool enableHotUpdate = true;
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private void Start()
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{
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2024-11-28 17:25:44 +08:00
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versionUpdateUI = new TempUIHandle();
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var agreement = PlayerPrefs.GetInt("PrivacyAgreement", 0) == 1;
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if (!agreement)
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{
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TempUpdateUI.Instance.PrivacyAgreeCallback = () =>
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{
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TempUpdateUI.Instance.m_ProgressObj.SetActive(true);
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Launch();
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};
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TempUpdateUI.Instance.m_PrivacyDialogObj.SetActive(true);
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}
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else
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{
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TempUpdateUI.Instance.m_ProgressObj.SetActive(true);
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Launch();
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}
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}
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private async void Launch()
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{
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#if UNITY_EDITOR
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enableHotUpdate = false;
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2024-12-02 11:31:04 +08:00
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#endif
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#if PLATFORM_ANDROID
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if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite))
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{
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Permission.RequestUserPermission(Permission.ExternalStorageWrite);
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}
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#endif
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2024-08-23 13:21:34 +08:00
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versionUpdateUI.UpdateProgress(0f);
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versionUpdateUI.UpdateProgressText("尝试网络连接中...");
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_versionUpdateHandle = new VersionUpdateHandle(versionUpdateUI);
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VersionUpdateInfo versionUpdateInfo = _versionUpdateHandle.GetVersionInfo();
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2024-09-11 19:32:40 +08:00
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PackDataInst.CreateInst();
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UpdateLocalInfo localInfo = PackDataInst.inst.localInfo;
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versionUpdateUI.ShowVersion(Application.version, localInfo.workSpace, localInfo.localFullVersion, "获取中...", "获取中...");
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2024-09-26 19:16:39 +08:00
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#if SDK_TALKINGDATA
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BIToolinAOT.Instance.Init(TalkingDataInitTool.appID, TalkingDataInitTool.channel);//TalkingData初始化
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//BIToolinAOT.Instance.TalkingDataStart();
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BIToolinAOT.Instance.TrackEventInAOT("app_open", null);
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#endif
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#region 更新AppConfig
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bool downloadResult;
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do
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{
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try
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{
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versionUpdateUI.UpdateProgressText("开始请求APPConfig");
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BIToolinAOT.Instance.TrackEventInAOT("app_config_request", null);
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downloadResult = await PreConfig.instance.DownloadConfig();
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versionUpdateUI.UpdateProgressText("请求APPConfig结束");
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versionUpdateUI.ShowVersion(Application.version, localInfo.workSpace, localInfo.localFullVersion, "获取中...", PreConfig.instance.ServerName);
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BIToolinAOT.Instance.TrackEventInAOT("app_config_response", new System.Collections.Generic.Dictionary<string, object>(){
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{"result", downloadResult? 0 : 1 }
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});
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}
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catch (Exception)
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{
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downloadResult = false;
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}
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2024-10-12 18:29:13 +08:00
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}
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while (!downloadResult && await versionUpdateUI.ShowDialog("提示", "下载配置文件失败,是否重试?"));
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if (!downloadResult)
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TempUpdateUI.Instance.OnClickCancel();
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#endregion
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if (!PreConfig.instance.isConfigValid)
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{
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// 配置错误,没有读取到ResUrl
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// TODO: 这种情况也应该有个弹出框,提示用户配置文件错误
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Debug.LogError("配置文件错误");
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await versionUpdateUI.ShowDialog("提示", "配置文件错误");
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TempUpdateUI.Instance.OnClickCancel();
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return;
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}
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2024-07-16 14:00:58 +08:00
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2024-02-21 16:24:29 +08:00
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#if USE_YOO
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await YooAssetHelper.Init();
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_simpleLoader = new SimpleLoader_YooAsset();
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#else
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_simpleLoader = new SimpleLoader_Addressables();
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#endif
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Debug.Log($"Launch Game! enableHotUpdate:{enableHotUpdate}");
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bool result = await _versionUpdateHandle.CheckUpdate();//这里会打点资源检测更新事件
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if (!result)
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{
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Debug.LogError("更新失败!,无法进入游戏");
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return;
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}
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2023-10-19 15:00:19 +08:00
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if (enableHotUpdate)
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{
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#if USE_HCLR
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Debug.Log("需要热更新,开始加载程序集");
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_hybridCLRHelper = new HybridCLRHelper();
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_hybridCLRHelper.SetDllList(AOTGenericReferences.PatchedAOTAssemblyList);
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_hybridCLRHelper.RegistLoader(_simpleLoader);
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2024-02-22 13:24:26 +08:00
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await _hybridCLRHelper.LoadAssemblies();
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Debug.Log("加载程序集结束!");
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#endif
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}
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2024-08-27 18:25:16 +08:00
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await _simpleLoader.WarmUpShader();
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await EnterGame();
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}
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private async UniTask EnterGame()
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{
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Debug.Log("开始加载游戏场景");
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SimulationProgress(versionUpdateUI.GetCurProgress());
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try
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{
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Scene scene = await _simpleLoader.LoadSceneAsync(START_SCENE_NAME, LoadSceneMode.Additive);
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foreach (GameObject go in scene.GetRootGameObjects())
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{
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if ("EventSystem".Equals(go.name))
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{
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Destroy(go);
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break;
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}
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}
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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finally
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{
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await LoadOver();
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Debug.Log("加载游戏场景结束");
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}
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}
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2024-07-30 18:51:27 +08:00
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private async void SimulationProgress(float startProgress)
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{
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versionUpdateUI.UpdateProgressText("初始化游戏...");
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versionUpdateUI.UpdateProgress(startProgress);
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2024-07-30 18:51:27 +08:00
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float step = (1f - startProgress) * 0.02f;
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while (startProgress + step <= 0.99f)
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{
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await UniTask.Delay(20);
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startProgress += step;
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versionUpdateUI.UpdateProgress(startProgress);
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}
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}
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private async UniTask LoadOver()
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{
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while (true)
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{
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await UniTask.Yield();
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// Debug.Log($"校验是否加载完:{IVersionUpdateUI.IsLoadOver}");
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if (IVersionUpdateUI.IsLoadOver)
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{
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versionUpdateUI.UpdateProgress(1f);
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versionUpdateUI.UpdateProgressText("完成");
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await UniTask.Delay(200);
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versionUpdateUI.CloseAll();
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return;
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}
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2024-07-16 14:00:58 +08:00
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}
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}
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2024-12-13 15:15:19 +08:00
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DownloadTest downloadTest;
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/// <summary>
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/// 下载测试
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/// </summary>
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public void DownloadTest()
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{
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if (null == downloadTest)
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downloadTest = new();
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if (downloadTest.IsBeginDownload)
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return;
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downloadTest.BeginDownload();
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}
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2023-11-08 19:04:23 +08:00
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}
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