Files
TEngine/Assets/GameScripts/Main/Launcher/Scripts/UI/UILoadUpdate.cs
ALEXTANG d3272e1bb1 [+] Update Procedure Path And asmdef
[+] Update Procedure Path And asmdef
2023-04-26 13:30:23 +08:00

138 lines
4.2 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TEngine;
namespace GameMain
{
public class UILoadUpdate : UIBase
{
[SerializeField] public Button _btn_clear;
[SerializeField] public Scrollbar _obj_progress;
[SerializeField] public Text _label_desc;
[SerializeField] public Text _label_appid;
[SerializeField] public Text _label_resid;
public virtual void Start()
{
EventTriggerListener.Get(_btn_clear.gameObject).OnClick = OnClear;
_btn_clear.gameObject.SetActive(true);
}
public virtual void OnEnable()
{
LoadUpdateLogic.Instance.DownloadCompleteAction += DownLoad_Complete_Action;
LoadUpdateLogic.Instance.DownProgressAction += DownLoad_Progress_Action;
LoadUpdateLogic.Instance.UnpackedCompleteAction += Unpacked_Complete_Action;
LoadUpdateLogic.Instance.UnpackedProgressAction += Unpacked_Progress_Action;
RefreshVersion();
}
public override void OnEnter(object param)
{
base.OnEnter(param);
_label_desc.text = param.ToString();
RefreshVersion();
}
public virtual void Update()
{
}
private void RefreshVersion()
{
_label_appid.text = string.Format(LoadText.Instance.Label_App_id, Version.GameVersion);
_label_resid.text = string.Format(LoadText.Instance.Label_Res_id, GameModule.Resource.PackageVersion);
}
public virtual void OnContinue(GameObject obj)
{
// LoadMgr.Instance.StartDownLoad();
}
public virtual void OnStop(GameObject obj)
{
// LoadMgr.Instance.StopDownLoad();
}
/// <summary>
/// 清空本地缓存
/// </summary>
/// <param name="obj"></param>
public virtual void OnClear(GameObject obj)
{
OnStop(null);
UILoadTip.ShowMessageBox(LoadText.Instance.Label_Clear_Comfirm, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Clear,
() =>
{
GameModule.Resource.ClearSandbox();
Application.Quit();
}, () => { OnContinue(null); });
}
/// <summary>
/// 下载进度完成
/// </summary>
/// <param name="type"></param>
public virtual void DownLoad_Complete_Action(int type)
{
Log.Info("DownLoad_Complete");
}
/// <summary>
/// 下载进度更新
/// </summary>
/// <param name="progress"></param>
public virtual void DownLoad_Progress_Action(float progress)
{
_obj_progress.gameObject.SetActive(true);
_obj_progress.size = progress;
}
/// <summary>
/// 解压缩完成回调
/// </summary>
/// <param name="type"></param>
/// <param name="status"></param>
public virtual void Unpacked_Complete_Action(bool type, GameStatus status)
{
_obj_progress.gameObject.SetActive(true);
_label_desc.text = LoadText.Instance.Label_Load_UnpackComplete;
if (status == GameStatus.AssetLoad)
{
}
else
{
Log.Error("error type");
}
}
/// <summary>
/// 解压缩进度更新
/// </summary>
/// <param name="progress"></param>
/// <param name="status"></param>
public virtual void Unpacked_Progress_Action(float progress, GameStatus status)
{
_obj_progress.gameObject.SetActive(true);
if (status == GameStatus.First)
{
_label_desc.text = LoadText.Instance.Label_Load_FirstUnpack;
}
else
{
_label_desc.text = LoadText.Instance.Label_Load_Unpacking;
}
_obj_progress.size = progress;
}
public virtual void OnDisable()
{
OnStop(null);
LoadUpdateLogic.Instance.DownloadCompleteAction -= DownLoad_Complete_Action;
LoadUpdateLogic.Instance.DownProgressAction -= DownLoad_Progress_Action;
}
}
}