mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
@@ -175,11 +175,11 @@ MonoBehaviour:
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m_SelectOnRight: {fileID: 0}
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m_Transition: 1
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m_Colors:
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m_NormalColor: {r: 0.9450981, g: 0.6392157, b: 0.25490198, a: 1}
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m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
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m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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m_DisabledColor: {r: 0.94509804, g: 0.6392157, b: 0.25490198, a: 1}
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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@@ -193,12 +193,12 @@ MonoBehaviour:
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m_PressedTrigger: Pressed
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m_SelectedTrigger: Selected
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_Interactable: 0
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m_TargetGraphic: {fileID: 4296679187938450242}
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m_HandleRect: {fileID: 3254196395727856927}
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m_Direction: 0
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m_Value: 0
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m_Size: 1
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m_Size: 0
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_PersistentCalls:
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@@ -5,11 +5,11 @@ using Version = TEngine.Version;
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namespace GameMain
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{
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[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate",fullScreen:true)]
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[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate", fullScreen: true)]
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public class UILoadUpdate : UIWindow
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{
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private Scrollbar m_scrollbarProgress;
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#region 脚本工具生成的代码
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private Image m_imgBackGround;
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private Text m_textDesc;
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@@ -41,12 +41,16 @@ namespace GameMain
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protected override void RegisterEvent()
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{
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base.RegisterEvent();
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AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
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AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"), RefreshVersion);
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}
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protected override void OnRefresh()
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{
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base.OnRefresh();
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if (base.userDatas.Length > 0 && base.userDatas[0] != null)
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{
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m_textDesc.text = base.userDatas[0].ToString(); //获取更新内容,由ProcedureDownloadFile -> OnDownloadProgressCallback 传递
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}
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}
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#region 事件
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@@ -7,36 +7,43 @@ using Utility = TEngine.Utility;
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namespace GameMain
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{
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public class ProcedureDownloadFile:ProcedureBase
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public class ProcedureDownloadFile : ProcedureBase
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{
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public override bool UseNativeDialog { get; }
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private ProcedureOwner _procedureOwner;
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private float _lastUpdateDownloadedSize;
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private float _totalSpeed;
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private int _speedSampleCount;
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private float CurrentSpeed
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{
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get
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{
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float interval = GameTime.deltaTime;
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float interval = Math.Max(GameTime.deltaTime, 0.01f); // 防止deltaTime过小
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var sizeDiff = GameModule.Resource.Downloader.CurrentDownloadBytes - _lastUpdateDownloadedSize;
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_lastUpdateDownloadedSize = GameModule.Resource.Downloader.CurrentDownloadBytes;
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var speed = (float)Math.Floor(sizeDiff / interval);
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return speed;
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var speed = sizeDiff / interval;
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// 使用滑动窗口计算平均速度
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_totalSpeed += speed;
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_speedSampleCount++;
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return _totalSpeed / _speedSampleCount;
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}
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}
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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_procedureOwner = procedureOwner;
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Log.Info("开始下载更新文件!");
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UILoadMgr.Show(UIDefine.UILoadUpdate,$"开始下载更新文件...");
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UILoadMgr.Show(UIDefine.UILoadUpdate, "开始下载更新文件...");
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BeginDownload().Forget();
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}
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private async UniTaskVoid BeginDownload()
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{
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var downloader = GameModule.Resource.Downloader;
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@@ -57,35 +64,39 @@ namespace GameMain
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private void OnDownloadErrorCallback(string fileName, string error)
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{
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UILoadTip.ShowMessageBox($"Failed to download file : {fileName}", MessageShowType.TwoButton,
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LoadStyle.StyleEnum.Style_Default
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, () => { ChangeState<ProcedureCreateDownloader>(_procedureOwner); }, UnityEngine.Application.Quit);
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LoadStyle.StyleEnum.Style_Default,
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() => { ChangeState<ProcedureCreateDownloader>(_procedureOwner); }, UnityEngine.Application.Quit);
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}
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private void OnDownloadProgressCallback(int totalDownloadCount, int currentDownloadCount, long totalDownloadBytes, long currentDownloadBytes)
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{
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string currentSizeMb = (currentDownloadBytes / 1048576f).ToString("f1");
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string totalSizeMb = (totalDownloadBytes / 1048576f).ToString("f1");
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// UILoadMgr.Show(UIDefine.UILoadUpdate,$"{currentDownloadCount}/{totalDownloadCount} {currentSizeMb}MB/{totalSizeMb}MB");
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string descriptionText = Utility.Text.Format("正在更新,已更新{0},总更新{1},已更新大小{2},总更新大小{3},更新进度{4},当前网速{5}/s",
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currentDownloadCount.ToString(),
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totalDownloadCount.ToString(),
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Utility.File.GetByteLengthString(currentDownloadBytes),
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Utility.File.GetByteLengthString(totalDownloadBytes),
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GameModule.Resource.Downloader.Progress,
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Utility.File.GetLengthString((int)CurrentSpeed));
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LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
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UILoadMgr.Show(UIDefine.UILoadUpdate,descriptionText);
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float progressPercentage = GameModule.Resource.Downloader.Progress * 100;
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string speed = Utility.File.GetLengthString((int)CurrentSpeed);
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int needTime = 0;
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if (CurrentSpeed > 0)
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{
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needTime = (int)((totalDownloadBytes - currentDownloadBytes) / CurrentSpeed);
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}
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TimeSpan ts = new TimeSpan(0, 0, needTime);
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string timeStr = ts.ToString(@"mm\:ss");
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string updateProgress = Utility.Text.Format("剩余时间 {0}({1}/s)", timeStr, Utility.File.GetLengthString((int)CurrentSpeed));
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Log.Info(updateProgress);
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string line1 = Utility.Text.Format("正在更新,已更新 {0}/{1} ({2:F2}%)", currentDownloadCount, totalDownloadCount, progressPercentage);
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string line2 = Utility.Text.Format("已更新大小 {0}MB/{1}MB", currentSizeMb, totalSizeMb);
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string line3 = Utility.Text.Format("当前网速 {0}/s,剩余时间 {1}", speed, GetRemainingTime(totalDownloadBytes, currentDownloadBytes, CurrentSpeed));
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LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
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UILoadMgr.Show(UIDefine.UILoadUpdate, $"{line1}\n{line2}\n{line3}");
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Log.Info($"{line1} {line2} {line3}");
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}
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private string GetRemainingTime(long totalBytes, long currentBytes, float speed)
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{
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int needTime = 0;
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if (speed > 0)
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{
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needTime = (int)((totalBytes - currentBytes) / speed);
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}
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TimeSpan ts = new TimeSpan(0, 0, needTime);
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return ts.ToString(@"mm\:ss");
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}
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}
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}
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}
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Reference in New Issue
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