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[+] Procedure
[+] Procedure
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98
Assets/GameScripts/Main/Procedure/ProcedurePreload.cs
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98
Assets/GameScripts/Main/Procedure/ProcedurePreload.cs
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using System.Collections.Generic;
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using TEngine;
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using YooAsset;
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using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
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namespace GameMain
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{
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/// <summary>
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/// 预加载流程
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/// </summary>
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public class ProcedurePreload : ProcedureBase
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{
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private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
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public override bool UseNativeDialog
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{
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get { return true; }
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}
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private bool m_needProLoadConfig = false;
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private bool m_InitConfigXml = false;
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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base.OnEnter(procedureOwner);
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m_LoadedFlag.Clear();
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if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
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{
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m_InitConfigXml = true;
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}
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UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
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PreloadResources();
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}
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protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
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var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
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foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
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{
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if (!loadedFlag.Value)
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{
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break;
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}
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else
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{
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loadCount++;
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}
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}
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UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
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if (loadCount < totalCount)
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{
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return;
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}
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if (m_InitConfigXml == false)
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{
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return;
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}
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UILoadMgr.HideAll();
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ChangeState<ProcedureLoadAssembly>(procedureOwner);
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}
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private void PreloadResources()
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{
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if (m_needProLoadConfig)
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{
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LoadAllConfig();
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}
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else
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{
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m_InitConfigXml = true;
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}
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}
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private void LoadAllConfig()
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{
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if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
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{
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m_InitConfigXml = true;
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return;
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}
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}
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}
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}
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