先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class BoostrapLoading : MonoBehaviour
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{
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[SerializeField]
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private TMP_Text loadingInfo;
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[SerializeField]
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private TMP_Text versionInfo;
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[SerializeField]
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private Image progressBar;
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[SerializeField]
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private Image subProgressBar;
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[SerializeField]
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private TMP_Text ProgressLabel;
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[SerializeField]
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private TMP_Text DownloadSize;
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public void Show()
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{
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gameObject.SetActive(true);
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}
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public void Hide()
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{
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gameObject.SetActive(false);
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}
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public void SetVersionInfo(string verStr)
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{
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versionInfo.text = verStr;
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}
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public void SetProgress(float progress)
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{
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progressBar.fillAmount = progress;
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var percent_text = (progress * 100f);
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ProgressLabel.text = $"{percent_text.ToString("0.00")}%";
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//bool visible = progress != 0;
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bool visible = progress >= 0;
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progressBar.transform.parent.gameObject.SetActive(visible);
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ProgressLabel.gameObject.SetActive(visible);
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}
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private const double byte2mb = 1024 * 1024;
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public void SetProgress(float progress, long downloadBytes, long totalBytes)
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{
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bool visible = progress >= 0;
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progressBar.transform.parent.gameObject.SetActive(visible);
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ProgressLabel.gameObject.SetActive(visible);
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if(visible)
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{
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progressBar.fillAmount = progress;
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var progressStr = $"{(downloadBytes/byte2mb).ToString("0.00")}MB/{(totalBytes/byte2mb).ToString("0.00")}MB ({(progress * 100f).ToString("0.00")}%)";
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ProgressLabel.text = progressStr;
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}
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}
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public void SetSubProgress(float progress)
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{
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bool visible = progress >= 0;
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subProgressBar.gameObject.SetActive(visible);
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if(visible)
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{
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subProgressBar.fillAmount = progress;
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}
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}
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public void SetDownloadSize(long downloadBytes, long totalBytes)
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{
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if(downloadBytes <0 || downloadBytes == totalBytes)
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DownloadSize.text = string.Empty;
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else
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DownloadSize.text = $"{(downloadBytes/byte2mb).ToString("0.0")}MB/{(totalBytes/byte2mb).ToString("0.0")}MB";
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}
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public void SetInfo(string info)
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{
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loadingInfo.text = info;
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}
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}
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