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  • Unity之可寻址资源之初始化,下载

    以下代码实现了Addressable Assets的初始化,登陆时下载,静默下载,如下:

      1 using ClientData;
      2 using Common;
      3 using System;
      4 using System.Collections;
      5 using System.Collections.Generic;
      6 using System.IO;
      7 using System.Text;
      8 using UnityEngine;
      9 using UnityEngine.AddressableAssets;
     10 using UnityEngine.ResourceManagement.AsyncOperations;
     11 using UnityEngine.ResourceManagement.ResourceLocations;
     12 using UnityEngine.ResourceManagement.ResourceProviders;
     13 
     14 namespace FashionBeat
     15 {
     16     public class AddressableABManager : GameBehaviour
     17     {
     18         public static int
     19             MaxLoginDownloadingThread = 10,
     20             MinHotPatchMB = 10;
     21         public static float
     22             ProgressBarSpeed = 0.05f;
     23         public static bool
     24             //IsOpenLoginDownload = true,
     25             IsOpenQuietlyDownload = true;
     26 
     27         const string
     28             DefaultRampName = "model_ramp_default",
     29             LoginDownloadKeysFile = "Address/t_download_login",
     30             QuietlyDownloadKeysFile = "Address/t_download_quietly";
     31 
     32         const float SizeScale = 1f / 1024 / 1024;
     33         static readonly StringBuilder s_sb = new StringBuilder();
     34 
     35         string m_mainABFolder, m_localABFolder;
     36         float m_loginDownloadedMB, m_timerLoginDownloading, m_quietlyDownloadedMB, m_timerQuietlyDownloading;
     37         Queue<object> m_loginDownloadKeys, m_quietlyDownloadKeys;
     38         List<object> m_loginDownloadingKeys;
     39         float m_completeProgressWhenInit;
     40 
     41         // Singleton
     42         static AddressableABManager s_singleton;
     43         public static AddressableABManager Singleton
     44         {
     45             get
     46             {
     47                 if (!s_singleton)
     48                 {
     49                     GameObject go = new GameObject(typeof(AddressableABManager).ToString());
     50                     go.transform.parent = GameApp.Singleton.transform;
     51                     s_singleton = go.AddComponent<AddressableABManager>();
     52                 }
     53                 return s_singleton;
     54             }
     55         }
     56 
     57 
     58         public enum Stage
     59         {
     60             None,
     61             Initializing,
     62             Initialized,
     63 
     64             StartLoginDownload,
     65             LoginDownloading,
     66             LoginDownloaded,
     67 
     68             QuietlyDownloading,
     69             QuietlyDownloadPause,
     70             QuietlyDownloaded,
     71         }
     72 
     73 
     74         #region Property
     75 
     76         static string PlatformFolder
     77         {
     78             get
     79             {
     80 #if UNITY_IPHONE
     81                 return "iOS";
     82 #else
     83                 return "Android";
     84 #endif
     85             }
     86         }
     87 
     88         public Texture DefaultRamp { get; private set; }
     89         public float PercentComplete { get; private set; }
     90         public Stage CurStage { get; private set; }
     91         public string Messenge { get; private set; }
     92 
     93 
     94         // 登陆时下载
     95         public float LoginNeedDownloadMB { get; private set; }
     96         public float LoginDownloadedMB { get; private set; }
     97         public static bool IsOpenLoginDownload => Analysis.AnalysisManager.IsOpenLoginDownload();
     98         public bool LoginNeedHotPatch => IsOpenLoginDownload && LoginNeedDownloadMB > MinHotPatchMB;
     99         public float LoginDownloadSpeedMB { get; private set; }
    100         public float LoginDownloadedSeconds => m_timerLoginDownloading;
    101         public float LoginDownloadLeftSeconds { get; private set; }
    102 
    103 
    104         // 静默下载
    105         public bool NeedQuietlyDownload => IsOpenQuietlyDownload && m_quietlyDownloadKeys != null && m_quietlyDownloadKeys.Count > 0 && QuietlyNeedDownloadMB > 0;
    106         public float QuietlyNeedDownloadMB { get; private set; }
    107         public float QuietlyDownloadedMB { get; private set; }
    108         public float QuietlyDownloadSpeedMB { get; private set; }
    109 
    110         #endregion
    111 
    112 
    113         void Awake()
    114         {
    115             PercentComplete = 0;
    116             LoginNeedDownloadMB = 0;
    117             CurStage = Stage.None;
    118             m_completeProgressWhenInit = 0;
    119         }
    120 
    121 
    122         #region 初始化
    123 
    124         public void Init(string mainCatalogName)
    125         {
    126             IEnumerator etor = InitAsync(mainCatalogName);
    127             GameApp.Singleton.GameMain.StartCoroutine(etor);
    128         }
    129 
    130         IEnumerator InitAsync(string mainCatalogName)
    131         {
    132             CurStage = Stage.Initializing;
    133             PercentComplete = 0;
    134             LoginNeedDownloadMB = 0;
    135             QuietlyNeedDownloadMB = 0;
    136 
    137             string ftpServer = PackageConfig.Singleton.Config.f_ftpServer;
    138             string platform = PlatformFolder;
    139             string versionDay = PackageConfig.Singleton.VersionDay;
    140             string catalogRootPath = $"{ftpServer}/{versionDay}/{platform}";
    141             m_mainABFolder = $"{catalogRootPath}/Main/";
    142             m_localABFolder = $"{Addressables.RuntimePath}/{platform}/";
    143             string mainCatalogPath = m_mainABFolder + mainCatalogName;
    144 
    145             Debug.Log("ftp ab url: " + m_mainABFolder);
    146             Debug.Log("local ab url: " + m_localABFolder);
    147 
    148             // 第一次装游戏尝试从包里解压 catalog 文件
    149             Messenge = Localization.Get("正在尝试从包中解压资源列表");
    150             yield return null;
    151             TryCompressLocalCatalog(mainCatalogName);
    152             yield return new WaitForEndOfFrame();
    153 
    154             // 等待初始化完毕,否则无法热更
    155             Messenge = Localization.Get("正在初始化资源管理器");
    156             yield return Addressables.InitializeAsync();
    157 
    158             // url 重定向
    159             Addressables.InternalIdTransformFunc = RedirectUrl;
    160 
    161             // 初始化热更
    162             if (Config_t_fb_game_config.Singleton.IsOpenHotPatch)
    163             {
    164                 var etor = InitHotpatchAsync(mainCatalogPath);
    165                 while (etor.MoveNext())
    166                     yield return null;
    167             }
    168 
    169             Messenge = Localization.Get("初始化完成");
    170             PercentComplete = 1;
    171             yield return null;
    172             CurStage = Stage.Initialized;
    173             OnInitFinished();
    174         }
    175 
    176         IEnumerator InitHotpatchAsync(string mainCatalogPath)
    177         {
    178             Addressables.ClearResourceLocators();
    179 
    180             // 加载 main catalog
    181             Messenge = Localization.Get("正在加载资源列表");
    182             m_completeProgressWhenInit = 0.9f;
    183             yield return null;
    184 
    185             var handle_main = Addressables.LoadContentCatalogAsync(mainCatalogPath, true);
    186             Debug.Log("Start load catalog: " + mainCatalogPath);
    187             while (!handle_main.IsDone)
    188             {
    189                 //PercentComplete = m_completeProgressWhenInit + handle_main.PercentComplete * 0.2f;
    190                 yield return null;
    191             }
    192             PercentComplete = m_completeProgressWhenInit;
    193             Debug.Log("Load catalog finished: " + mainCatalogPath);
    194             UserDataAnalyze.TryMark(UserDataAnalyze.ActionType.LoadCatalog_Main);
    195 
    196             // 检查资源更新
    197             Messenge = Localization.Get("正在检查哪些资源需要更新");
    198             m_completeProgressWhenInit = 1f;
    199             yield return null;
    200 
    201             var reqLoginDownloadList = Resources.LoadAsync<TextAsset>(LoginDownloadKeysFile);
    202             while (reqLoginDownloadList.isDone)
    203                 yield return null;
    204             var reqQuietlyDownloadList = Resources.LoadAsync<TextAsset>(QuietlyDownloadKeysFile);
    205             while (reqQuietlyDownloadList.isDone)
    206                 yield return null;
    207 
    208             GetDownloadKeys(reqLoginDownloadList.asset, reqQuietlyDownloadList.asset);
    209 
    210             // 计算资源大小
    211             Messenge = Localization.Get("正在计算需要更新的资源的大小");
    212             yield return null;
    213 
    214             if (m_loginDownloadKeys.Count > 0)
    215             {
    216                 var handleSize = Addressables.GetDownloadSizeAsync(m_loginDownloadKeys);
    217                 while (!handleSize.IsDone)
    218                 {
    219                     PercentComplete = 0.95f + handleSize.PercentComplete * 0.05f;
    220                     yield return null;
    221                 }
    222                 LoginNeedDownloadMB = handleSize.Result * SizeScale;
    223                 Addressables.Release(handleSize);
    224                 Debug.Log($"Need login download: {LoginNeedDownloadMB}MB, count: {m_loginDownloadKeys.Count}");
    225             }
    226 
    227             if (m_quietlyDownloadKeys.Count > 0)
    228             {
    229                 var handleSize = Addressables.GetDownloadSizeAsync(m_quietlyDownloadKeys);
    230                 while (!handleSize.IsDone)
    231                     yield return null;
    232                 QuietlyNeedDownloadMB = handleSize.Result * SizeScale;
    233                 Addressables.Release(handleSize);
    234                 Debug.Log($"Need quietly download: {QuietlyNeedDownloadMB}MB, count: {m_quietlyDownloadKeys.Count}");
    235             }
    236         }
    237 
    238         void TryCompressLocalCatalog(string mainCatalogName)
    239         {
    240             string catalogCacheFolder = $"{Application.persistentDataPath}/com.unity.addressables/";
    241             string catalogCachePath_json = $"{catalogCacheFolder}{mainCatalogName}";
    242             string catalogCachePath_hash = catalogCachePath_json.Replace(".json", ".hash");
    243 
    244             if (File.Exists(catalogCachePath_json) && File.Exists(catalogCachePath_hash))
    245                 return;
    246 
    247             if (!Directory.Exists(catalogCacheFolder))
    248                 Directory.CreateDirectory(catalogCacheFolder);
    249 
    250             TextAsset taJson = Resources.Load<TextAsset>("Address/json");
    251             TextAsset taHash = Resources.Load<TextAsset>("Address/hash");
    252             File.WriteAllText(catalogCachePath_json, taJson.text);
    253             File.WriteAllText(catalogCachePath_hash, taHash.text);
    254         }
    255 
    256         void GetDownloadKeys(UnityEngine.Object loginDownloadList, UnityEngine.Object quietlyDownloadList)
    257         {
    258             m_loginDownloadKeys = new Queue<object>();
    259             TextAsset loginDownloadListTA = loginDownloadList as TextAsset;
    260             if (loginDownloadListTA != null)
    261             {
    262                 string[] loginDownloadAssets = loginDownloadListTA.text.Split(new char[] { '
    ', '
    ' }, StringSplitOptions.RemoveEmptyEntries);
    263                 for (int i = 0; i < loginDownloadAssets.Length; i++)
    264                     m_loginDownloadKeys.Enqueue(loginDownloadAssets[i]);
    265             }
    266 
    267             m_quietlyDownloadKeys = new Queue<object>();
    268             TextAsset quietlyDownloadListTA = quietlyDownloadList as TextAsset;
    269             if (quietlyDownloadListTA != null)
    270             {
    271                 string[] quietlyDownloadAssets = quietlyDownloadListTA.text.Split(new char[] { '
    ', '
    ' }, StringSplitOptions.RemoveEmptyEntries);
    272                 for (int i = 0; i < quietlyDownloadAssets.Length; i++)
    273                     m_quietlyDownloadKeys.Enqueue(quietlyDownloadAssets[i]);
    274             }
    275         }
    276 
    277 
    278         // 重定向ab包地址
    279         string RedirectUrl(IResourceLocation loc)
    280         {
    281             string oldUrl = loc.InternalId.Replace("\", "/");
    282             if (!(loc.Data is AssetBundleRequestOptions))
    283                 return oldUrl;
    284 
    285             string abFolderPath = Path.GetDirectoryName(oldUrl);
    286             string abFolderName = Path.GetFileNameWithoutExtension(abFolderPath);
    287             string abFolder = abFolderName switch
    288             {
    289                 "Main" => m_mainABFolder,
    290                 _ => m_localABFolder,
    291             };
    292 
    293             if (abFolder == null)
    294             {
    295                 return oldUrl;
    296             }
    297 
    298             string abName = Path.GetFileName(oldUrl);
    299             s_sb.Length = 0;
    300             s_sb.Append(abFolder);
    301             s_sb.Append(abName);
    302             return s_sb.ToString();
    303             //Debug.Log($"oldUrl: {oldUrl}, new url: {newUrl}, abFolder: {abFolder}, ab name: {abName}, abFolderName: {abFolderName}");
    304         }
    305 
    306         void OnInitFinished()
    307         {
    308             // 加载默认 ramp
    309             var assetRamp = new ImageAssetItem(ImageAssetHelp.Subfolder_Ramp, DefaultRampName);
    310             assetRamp.Load(() =>
    311             {
    312                 DefaultRamp = assetRamp.TexObject;
    313             });
    314 
    315             // 加载粒子图集
    316             //ParticleAtlasLoader.Initialize();
    317         }
    318 
    319         #endregion
    320 
    321 
    322         #region 登陆时下载
    323 
    324         public void LoginDownload(Action onFinished)
    325         {
    326             if (!LoginNeedHotPatch)
    327                 return;
    328 
    329             CurStage = Stage.StartLoginDownload;
    330             PercentComplete = 0;
    331             m_loginDownloadedMB = 0;
    332             m_loginDownloadingKeys = new List<object>();
    333             LoginDownloadedMB = 0;
    334             m_timerLoginDownloading = 0;
    335 
    336             for (int i = 0; i < MaxLoginDownloadingThread; i++)
    337             {
    338                 StartCoroutine(LoginDownloadAsync(onFinished));
    339             }
    340         }
    341 
    342         void Update()
    343         {
    344             if (CurStage == Stage.StartLoginDownload)
    345             {
    346                 if (LoginDownloadedMB > 0)
    347                     CurStage = Stage.LoginDownloading;
    348             }
    349             else if (CurStage == Stage.LoginDownloading)
    350             {
    351                 m_timerLoginDownloading += Time.deltaTime;
    352                 LoginDownloadSpeedMB = LoginDownloadedMB / m_timerLoginDownloading;
    353                 LoginDownloadLeftSeconds = (LoginNeedDownloadMB - LoginDownloadedMB) / LoginDownloadSpeedMB;
    354             }
    355             else if (CurStage == Stage.Initializing)
    356             {
    357                 if (PercentComplete < m_completeProgressWhenInit)
    358                 {
    359                     PercentComplete += Time.deltaTime * ProgressBarSpeed;
    360                 }
    361                 if (PercentComplete > 1)
    362                 {
    363                     PercentComplete = 1;
    364                 }
    365             }
    366             else if (CurStage == Stage.QuietlyDownloading)
    367             {
    368                 m_timerQuietlyDownloading += Time.deltaTime;
    369                 QuietlyDownloadSpeedMB = QuietlyDownloadedMB / m_timerQuietlyDownloading;
    370             }
    371         }
    372 
    373         IEnumerator LoginDownloadAsync(Action onFinished)
    374         {
    375             while (m_loginDownloadKeys.Count > 0)
    376             {
    377                 object key = m_loginDownloadKeys.Dequeue();
    378                 // 获取下载大小
    379                 var handleSize = Addressables.GetDownloadSizeAsync(key);
    380                 yield return handleSize;
    381                 float sizeMB = handleSize.Result * SizeScale;
    382                 Addressables.Release(handleSize);
    383 
    384                 if (sizeMB == 0)
    385                     continue;
    386 
    387                 // 开始下载
    388                 AsyncOperationHandle handleDownload = Addressables.DownloadDependenciesAsync(key, false);
    389                 m_loginDownloadingKeys.Add(key);
    390                 // 下载中
    391                 while (!handleDownload.IsDone)
    392                 {
    393                     LoginDownloadedMB = m_loginDownloadedMB + handleDownload.PercentComplete * sizeMB;
    394                     PercentComplete = Mathf.Clamp01(LoginDownloadedMB / LoginNeedDownloadMB);
    395                     yield return null;
    396                 }
    397 
    398                 // 下载完成
    399                 m_loginDownloadingKeys.Remove(key);
    400                 m_loginDownloadedMB += sizeMB;
    401                 //Debug.Log($"Download finished, key: {key}, status: {handleDownload.Status}, size: {sizeMB}mb");
    402                 Addressables.Release(handleDownload);
    403             }
    404 
    405             if (m_loginDownloadingKeys.Count > 0)
    406                 yield break;
    407 
    408             // 所有资源下载完毕
    409             m_loginDownloadingKeys = null;
    410             PercentComplete = 1;
    411             CurStage = Stage.LoginDownloaded;
    412             LoginDownloadedMB = LoginNeedDownloadMB;
    413             if (onFinished != null)
    414                 onFinished();
    415         }
    416 
    417         #endregion
    418 
    419 
    420         #region 静默下载
    421 
    422         void QuietlyDownload()
    423         {
    424             if (!NeedQuietlyDownload)
    425                 return;
    426 
    427             CurStage = Stage.QuietlyDownloading;
    428             PercentComplete = 0;
    429             m_quietlyDownloadedMB = 0;
    430             QuietlyDownloadedMB = 0;
    431             m_timerQuietlyDownloading = 0;
    432             StartCoroutine(QuietlyDownloadAsync());
    433 
    434             Debug.Log($"Start quietly download, size: {QuietlyNeedDownloadMB} MB");
    435         }
    436 
    437         IEnumerator QuietlyDownloadAsync()
    438         {
    439             while (m_quietlyDownloadKeys.Count > 0)
    440             {
    441                 while (CurStage == Stage.QuietlyDownloadPause)
    442                     yield return null;
    443 
    444                 object key = m_quietlyDownloadKeys.Dequeue();
    445                 // 获取下载大小
    446                 var handleSize = Addressables.GetDownloadSizeAsync(key);
    447                 yield return handleSize;
    448                 float sizeMB = handleSize.Result * SizeScale;
    449                 Addressables.Release(handleSize);
    450 
    451                 if (sizeMB == 0)
    452                     continue;
    453 
    454                 // 开始下载
    455                 AsyncOperationHandle handleDownload = Addressables.DownloadDependenciesAsync(key, false);
    456                 // 下载中
    457                 while (!handleDownload.IsDone)
    458                 {
    459                     QuietlyDownloadedMB = m_quietlyDownloadedMB + handleDownload.PercentComplete * sizeMB;
    460                     PercentComplete = Mathf.Clamp01(QuietlyDownloadedMB / QuietlyNeedDownloadMB);
    461                     yield return null;
    462                 }
    463 
    464                 // 下载完成
    465                 m_quietlyDownloadedMB += sizeMB;
    466                 //Debug.Log($"Download finished, key: {key}, status: {handleDownload.Status}, size: {sizeMB}MB, progress: {QuietlyDownloadedMB}MB / {QuietlyNeedDownloadMB}MB");
    467                 Addressables.Release(handleDownload);
    468             }
    469 
    470             // 所有资源下载完毕
    471             PercentComplete = 1;
    472             CurStage = Stage.QuietlyDownloaded;
    473             QuietlyDownloadedMB = QuietlyNeedDownloadMB;
    474         }
    475 
    476         public void ToggleQuietlyDownload(bool isOpen)
    477         {
    478             if (isOpen)
    479             {
    480                 if (CurStage == Stage.QuietlyDownloadPause)
    481                 {
    482                     CurStage = Stage.QuietlyDownloading;
    483                     return;
    484                 }
    485 
    486                 if (CurStage == Stage.QuietlyDownloading)
    487                     return;
    488                 if (!NeedQuietlyDownload)
    489                     return;
    490                 QuietlyDownload();
    491             }
    492             else
    493             {
    494                 if (CurStage == Stage.QuietlyDownloading)
    495                 {
    496                     CurStage = Stage.QuietlyDownloadPause;
    497                     Debug.Log("Stop quietly download");
    498                 }
    499             }
    500         }
    501 
    502         // 尝试静默下载
    503         public void TryOpenQuietlyDownload()
    504         {
    505             if (ClientSetting.Singleton.IsOpenQuietlyDownload)
    506                 ToggleQuietlyDownload(true);
    507         }
    508 
    509 
    510         #endregion
    511 
    512 
    513         public void ClearCache()
    514         {
    515             Caching.ClearCache();
    516             GameApp.QuitGame();
    517         }
    518     }
    519 }

    热更导演类:

     1 using Modules.UI;
     2 
     3 namespace FashionBeat
     4 {
     5     public class Director_HotPatching : DirectorBase
     6     {
     7         DirectorBase m_nextDir;
     8         string m_strTips;
     9 
    10 
    11         public override void Enter()
    12         {
    13             base.Enter();
    14 
    15             if (!Config_t_fb_game_config.Singleton.IsOpenHotPatch)
    16             {
    17                 GoLogin();
    18                 return;
    19             }
    20 
    21             if (AddressableABManager.Singleton.LoginNeedHotPatch)
    22             {
    23                 float size = AddressableABManager.Singleton.LoginNeedDownloadMB;
    24                 string msg = string.Format(Localization.Get("发现新版本,立即更新
    资源大小:") + "{0:f2}MB", size);
    25 
    26                 UI_BeforeLoginWnd.Singleton.Tips = Localization.Get("初始化完成");
    27                 UI_BeforeLoginWnd.Singleton.ShowMsgBox(msg, StartDownload);
    28             }
    29             else
    30             {
    31                 UI_BeforeLoginWnd.Singleton.Tips = Localization.Get("已经是最新版本!");
    32                 UI_BeforeLoginWnd.Singleton.HideMsgBox();
    33                 GoLogin();
    34             }
    35         }
    36 
    37         void StartDownload()
    38         {
    39             AddressableABManager.Singleton.LoginDownload(OnDownloaded);
    40             Analysis.AnalysisManager.TrackCommonEvent(Analysis.AnalysisEventType.BEGIN_DOWNLOAD);
    41 
    42             Director_Login.TryLoadNotice();
    43         }
    44 
    45         void OnDownloaded()
    46         {
    47             UI_BeforeLoginWnd.Singleton.Tips = Localization.Get("下载完成");
    48             GoLogin();
    49             Analysis.AnalysisManager.TrackCommonEvent(Analysis.AnalysisEventType.DOWNLOAD_SUCCESS);
    50         }
    51 
    52         void GoLogin()
    53         {
    54             m_nextDir = new Director_Login();
    55         }
    56 
    57         public override DirectorBase Update()
    58         {
    59             if (AddressableABManager.Singleton.CurStage == AddressableABManager.Stage.StartLoginDownload)
    60             {
    61                 UI_BeforeLoginWnd.Singleton.Tips = Localization.Get("正在扫描资源");
    62                 UI_BeforeLoginWnd.Singleton.BarValue = 0;
    63             }
    64             else if (AddressableABManager.Singleton.CurStage == AddressableABManager.Stage.LoginDownloading)
    65             {
    66                 float downloadedSize = AddressableABManager.Singleton.LoginDownloadedMB;
    67                 float needDownloadedSize = AddressableABManager.Singleton.LoginNeedDownloadMB;
    68                 float downloadSpeed = AddressableABManager.Singleton.LoginDownloadSpeedMB;
    69                 float downadedSeconds = AddressableABManager.Singleton.LoginDownloadedSeconds;
    70                 float leftSeconds = AddressableABManager.Singleton.LoginDownloadLeftSeconds;
    71 
    72                 if (m_strTips == null)
    73                 {
    74                     m_strTips = Localization.Get("正在下载:");
    75                     m_strTips += "{0:f2}MB / {1:f2}MB";
    76                     m_strTips += "        " + Localization.Get("速率:");
    77                     m_strTips += "{2:f2}MB/S";
    78                     m_strTips += "        " + Localization.Get("下载时长:");
    79                     m_strTips += "{3:f0}S";
    80                     m_strTips += "        " + Localization.Get("预计剩余:");
    81                     m_strTips += "{4:f0}S";
    82                 }
    83 
    84                 UI_BeforeLoginWnd.Singleton.Tips = string.Format(m_strTips,
    85                     downloadedSize, needDownloadedSize, downloadSpeed, downadedSeconds, leftSeconds);
    86                 UI_BeforeLoginWnd.Singleton.BarValue = AddressableABManager.Singleton.PercentComplete;
    87             }
    88 
    89             return m_nextDir ?? this;
    90         }
    91 
    92         public override void Exit()
    93         {
    94             base.Exit();
    95             m_strTips = null;
    96         }
    97 
    98     }
    99 }

    下载界面:

      1 using FashionBeat;
      2 using System;
      3 using UnityEngine;
      4 
      5 namespace Modules.UI
      6 {
      7     // [fb]
      8     public class UI_BeforeLoginWnd : MonoBehaviour
      9     {
     10         static UI_BeforeLoginWnd s_singleton;
     11 
     12 
     13         [SerializeField]
     14         UISlider m_slider;
     15         [SerializeField]
     16         UILabel m_labelTips;
     17         [SerializeField]
     18         UILabel m_labelProgress;
     19 
     20         [SerializeField]
     21         GameObject m_goMsgBox;
     22         [SerializeField]
     23         UILabel m_labelMsgText;
     24         [SerializeField]
     25         GameObject m_buttonMsgOK;
     26         [SerializeField]
     27         Transform m_FB;
     28 
     29 
     30         public static UI_BeforeLoginWnd Singleton
     31         {
     32             get
     33             {
     34                 if (!s_singleton)
     35                 {
     36                     var asset = Resources.Load("Prefabs/Windows/ui_before_login");
     37                     Transform parent = FBUIRoot.Singleton.transform;
     38                     GameObject obj = (GameObject)Instantiate(asset, parent);
     39                     obj.transform.localScale = Vector3.one;
     40                     obj.transform.localPosition = Vector3.zero;
     41                     s_singleton = obj.GetComponent<UI_BeforeLoginWnd>();
     42                 }
     43                 return s_singleton;
     44             }
     45         }
     46 
     47         public static bool IsShowing => s_singleton;
     48 
     49 
     50 
     51         public float BarValue
     52         {
     53             set
     54             {
     55                 m_slider.value = value;
     56                 m_labelProgress.text = value.ToString("p2");
     57                 m_slider.gameObject.SetActive(value > 0);
     58                 m_labelProgress.gameObject.SetActive(value > 0);
     59             }
     60         }
     61 
     62         public string Tips
     63         {
     64             set
     65             {
     66                 bool hasValue = !string.IsNullOrEmpty(value);
     67                 m_labelTips.gameObject.SetActive(hasValue);
     68                 if (hasValue)
     69                     m_labelTips.text = value;
     70             }
     71         }
     72 
     73 
     74         public static UI_BeforeLoginWnd Create()
     75         {
     76             return Singleton;
     77         }
     78 
     79         public static void Destroy()
     80         {
     81             if (s_singleton)
     82             {
     83                 Destroy(s_singleton.gameObject);
     84                 s_singleton = null;
     85             }
     86         }
     87 
     88         public static void OnlyShowBg()
     89         {
     90             Singleton.BarValue = 0;
     91             Singleton.Tips = null;
     92             Singleton.HideMsgBox();
     93         }
     94 
     95 
     96         void Awake()
     97         {
     98             s_singleton = this;
     99 
    100             Tips = "Tip: Initializing...";
    101             BarValue = 0;
    102             HideMsgBox();
    103 
    104             InitFBScreenScale();
    105         }
    106 
    107         void OnDestroy()
    108         {
    109             s_singleton = null;
    110         }
    111 
    112         public void ShowMsgBox(string text, Action onClick)
    113         {
    114             m_goMsgBox.SetActive(true);
    115             m_labelMsgText.text = text;
    116             UIEventListener.Get(m_buttonMsgOK).onClick = go =>
    117             {
    118                 HideMsgBox();
    119                 if (onClick != null)
    120                     onClick();
    121             };
    122         }
    123 
    124         public void HideMsgBox()
    125         {
    126             m_goMsgBox.SetActive(false);
    127         }
    128 
    129         private void InitFBScreenScale()
    130         {
    131             Vector2 v = FBUIRoot.Singleton.NGUISize;
    132             if (v.x / v.y > FBUIRoot.DefaultWidth / FBUIRoot.DefaultHeight)
    133             {
    134                 return;
    135             }
    136 
    137             float t = v.y / FBUIRoot.DefaultHeight;
    138             m_FB.localScale = new Vector3(t, t, 1);
    139         }
    140 
    141     }
    142 }

    转载请注明出处:https://www.cnblogs.com/jietian331/p/15412258.html

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  • 原文地址:https://www.cnblogs.com/jietian331/p/15412258.html
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