using Cysharp.Threading.Tasks; using PhxhSDK.AOT.PreConfig; using PhxhSDK.AOT.VersionUpdate; using UnityEngine; namespace Code.Scripts.HotUpdate.UI { public class TempUIHandle : IVersionUpdateUI { public TempUIHandle() { TempUpdateUI.Instance.m_DialogObj.SetActive(false); } public async UniTask ShowDialog(string title, string content) { TempUpdateUI.Instance.m_DialogObj.SetActive(true); TempUpdateUI.Instance.isClickOk = false; //TempUpdateUI.instance.m_TextTitle.text = title; TempUpdateUI.Instance.m_TextContent.text = content; while (TempUpdateUI.Instance.m_DialogObj.activeSelf) { await UniTask.DelayFrame(1); } return TempUpdateUI.Instance.isClickOk; } public void ShowVersion(string aotVersion, string resVersion, string sever) { TempUpdateUI.Instance.m_TextAotVersion.text = aotVersion; TempUpdateUI.Instance.m_TextResVersion.text = resVersion; TempUpdateUI.Instance.m_TextSever.text = sever; TempUpdateUI.Instance.m_TextAotVersion.gameObject.SetActive(true); TempUpdateUI.Instance.m_TextResVersion.gameObject.SetActive(true); TempUpdateUI.Instance.m_TextSever.gameObject.SetActive(true); } public void ShowVersion(string curAotVersion, string workSpace, string curResVersion, string newResVersion, string serverName) { string aotVersion = string.Format(LocalizeMono.Instance.GetLocalizeText("AotVersionInfo"), curAotVersion, workSpace); // 游戏版本:{0},渠道:{1} string resVersion = string.Format(LocalizeMono.Instance.GetLocalizeText("ResVersionInfo"), curResVersion, newResVersion); // 当前资源版本:{0},最新资源版本:{1} string sever = string.Format(LocalizeMono.Instance.GetLocalizeText("ServerInfo"), serverName); // 服务器:{0} TempUpdateUI.Instance.m_TextAotVersion.text = aotVersion; TempUpdateUI.Instance.m_TextResVersion.text = resVersion; TempUpdateUI.Instance.m_TextSever.text = sever; TempUpdateUI.Instance.m_TextAotVersion.gameObject.SetActive(true); TempUpdateUI.Instance.m_TextResVersion.gameObject.SetActive(true); TempUpdateUI.Instance.m_TextSever.gameObject.SetActive(true); } public void UpdateProgress(float progress) { if (TempUpdateUI.Instance.m_ProgressObj != null) TempUpdateUI.Instance.m_ProgressObj.SetActive(true); TempUpdateUI.Instance.m_SliderProgress.value = progress; TempUpdateUI.Instance.m_textSliderProgress.text = ((int)(progress * 100f)).ToString() + "%"; } public void UpdateProgressText(string text) { if (TempUpdateUI.Instance.m_ProgressObj != null) TempUpdateUI.Instance.m_ProgressObj.SetActive(true); TempUpdateUI.Instance.m_TextProgress.text = text; } public void CloseAll() { if (TempUpdateUI.Instance.UICamera != null) TempUpdateUI.Instance.UICamera.gameObject.SetActive(false); if (TempUpdateUI.Instance != null) Object.Destroy(TempUpdateUI.Instance.gameObject); } public float GetCurProgress() { return TempUpdateUI.Instance.m_SliderProgress.value; } } }