Exemple #1
0
    //加载完毕回调
    void count_load()
    {
        if (load_error_flag == false)
        {
            if (load_list[load_count].type != "TEMP")
            {
                PublicClass.Asset_loaded_list.Add(load_list[load_count]);
            }
        }
        else
        {
            //资源加载出错,放弃继续
            SetOperaToLoop();
            UnityEngine.Debug.Log("load error " + load_list[load_count].name);
            Unity_Tools.ui_return_to_platform("alert", "资源加载错误,请重试。");
            return;
        }

        load_count++;
        show_progress.current_progress = (float)load_count / (float)load_length;
        if (load_list.Count > load_count)
        {
            timer = 0;
            StartCoroutine(LoadPrefabModel(PublicClass.filePath + load_list[load_count].name, Vesal_DirFiles.remove_name_suffix(load_list[load_count].name), count_load));
        }
        if (load_count == load_length)
        {
            DebugLog.DebugLogInfo("加载完毕 获取平台参数:");
            //后台加载完成后,进入场景分发器,异步加载多个场景
            OperaStatus = AppOperState.Apprun;
        }
    }
Exemple #2
0
 //下载错误
 void download_error(Exception e)
 {
     vesal_log.vesal_write_log("下载文件异常" + e.Message);
     vesal_log.vesal_write_log("下载文件异常" + e.StackTrace);
     SetOperaToLoop();
     Unity_Tools.ui_return_to_platform("alert", "网络下载异常,请重试。");
 }
Exemple #3
0
    private void DownLoadRemoteData()
    {
        Unity_Tools.StarTime("获取远程数据计时-------");
        //判断有网时操作

        if (!MainConfig.isFetchDb)
        {
            PublicClass.server_ip = vesal_network.Vesal_Network.get_ipfromlist(PublicClass.get_server_interface);

            PublicClass.server_test_url   = PublicClass.server_ip + PublicClass.fix_server_interface;
            PublicClass.data_list_count   = PublicClass.tableCount;
            PublicClass.DataManagerStatus = DataIntState.GoABdownload;
        }

        PublicClass.online_mode = MainConfig.isOnline;

        if (PublicClass.online_mode && vesal_network.Vesal_Network.get_network_is_acitve() & PPTGlobal.PPTEnv != PPTGlobal.PPTEnvironment.PPTPlayer)
        {
            try
            {
                PublicClass.server_ip = vesal_network.Vesal_Network.get_ipfromlist(PublicClass.get_server_interface);
                if (PublicClass.server_ip != "")
                {
                    PublicClass.server_test_url = PublicClass.server_ip + PublicClass.fix_server_interface;
                    DebugLog.DebugLogInfo("unity  --------------------在线启动");
                    StartCoroutine(StartUpdateTable());
                    PublicClass.DataManagerStatus = DataIntState.FetchingDb;
                    PublicClass.low_res_ablist    = "";
                }
                else
                {
                    DebugLog.DebugLogInfo("unity  --------------------离线启动");
                    PublicClass.online_mode       = false;
                    PublicClass.data_list_count   = PublicClass.tableCount;
                    PublicClass.DataManagerStatus = DataIntState.GoABdownload;
                }
            }
            catch
            {
                DebugLog.DebugLogInfo("unity  --------------------离线启动");
            }
        }
        else
        {
            PublicClass.online_mode = false;

            DebugLog.DebugLogInfo("unity  --------------------离线启动");
            PublicClass.data_list_count   = PublicClass.tableCount;
            PublicClass.DataManagerStatus = DataIntState.GoABdownload;
        }
    }
Exemple #4
0
    private void Update()
    {
        switch (PublicClass.DataManagerStatus)
        {
        case DataIntState.FetchingDb:
            if (PublicClass.data_list_count < PublicClass.tableCount)
            {
                showProgress.current_progress = (float)PublicClass.data_list_count / PublicClass.tableCount;
            }
            else
            {
                PublicClass.DataManagerStatus = DataIntState.GoABdownload;
            }
            break;

        case DataIntState.GoABdownload:
            Unity_Tools.CanculateLoadTime();

            // DebugLog.DebugLogInfo("本地数据地址 "+PublicClass.filePath);
            DebugLog.DebugLogInfo("数据加载完成==============================================");
            AnalysisResourceList();     //加载模型资源
            //PublicClass.data_list_count = 0;
            break;

        case DataIntState.Downloading:
            showProgress.current_progress = (http.progress + ndr) / Ready_Download_list.Count;
            Mathf.Clamp(showProgress.current_progress, 0f, 1f);
            break;

        case DataIntState.Update:
            showProgress.Set_Progress("正在更新补丁数据...");
            PublicClass.DataManagerStatus = DataIntState.Updating;
            DataUpdating();
            break;

        case DataIntState.HotFix:
            showProgress.Set_Progress("正在更新补丁数据...");
            PublicClass.DataManagerStatus = DataIntState.HotFixing;
            // hotFixControll.loads();
            break;

        case DataIntState.GoNextScence:
            PublicTools.Model_AB_dic_update();
            ManageModel.Instance.load_assets_A(Download_list);
            PublicClass.DataManagerStatus = DataIntState.Null;
            break;

        default:
            break;
        }
    }
Exemple #5
0
    //异步加载assetbundle资源列表
    public void load_assets_A(Action load_complete = null)
    {
        Unity_Tools.StarTime("获取远程数据计时-------");

        load_length = 0;
        load_count  = 0;
        load_length = load_list.Count;
        DebugLog.DebugLogInfo("--------------------加载模型长度:" + load_length);
        for (int i = 0; i < load_list.Count; i++)
        {
            DebugLog.DebugLogInfo("--------------------: " + load_list[i].name);
        }

        StartCoroutine(LoadPrefabModel(PublicClass.filePath + load_list[0].name, Vesal_DirFiles.remove_name_suffix(load_list[0].name), count_load));
    }
Exemple #6
0
 //返回平台
 public void ExitProgram()
 {
     DebugLog.DebugLogInfo("back SceneSwitch");
     try
     {
         DestroyImmediate(GameObject.Find("temp_parent"));
         ManageModel.Instance.Destory_Transform_temp_child();
     }
     catch (Exception e)
     {
         DebugLog.DebugLogInfo(e.Message);
         DebugLog.DebugLogInfo(e.StackTrace);
     }
     Unity_Tools.ui_return_to_platform();
 }
Exemple #7
0
 private void Download_error(Exception e)
 {
     //下载失败,最多尝试3次
     if (download_trys < PublicClass.MaxTryDownloadNums)
     {
         http = new HttpDownLoad();
         DownSwitch();
     }
     else
     {
         //彻底退出
         Unity_Tools.ui_return_to_platform();
         Application.Quit();
     }
     download_trys++;
 }
Exemple #8
0
    //下载切换
    void DownSwitch()
    {
        string tmpName = Ready_Download_list[ndr].name;
        string tmpUrl  = Ready_Download_list[ndr].url;//+ "?v=" + System.DateTime.Now;

        string filePath;

        switch (Ready_Download_list[ndr].type.ToLower())
        {
        case "anim_ab":
            filePath = PublicClass.Anim_TimelinePath + tmpName;
            PublicClass.Anim_ABPath = filePath;
            break;

        case "ab":
            filePath = PublicClass.filePath + tmpName;
            break;

        case "db":
            filePath = PublicClass.vesal_db_path + tmpName;
            break;

        case "update":
            filePath = PublicClass.filePath + tmpName;
            break;

        case "lua":
            filePath = PublicClass.filePath + tmpName;
            Vesal_DirFiles.ClearFolder(PublicClass.xluaPath);
            break;

        default:
            filePath = PublicClass.filePath + tmpName;
            break;
        }


        Debug.Log("当前下载资源:" + tmpName + " 路径:" + tmpUrl + "version " + Ready_Download_list[ndr].version);
        Vesal_DirFiles.DelFile(filePath);

        if (!http.DownLoad(tmpUrl, filePath, Download, Download_error))
        {
            Unity_Tools.ui_return_to_platform();
            Application.Quit(); //下载过程中,连接断开,重连失败
        }
    }
Exemple #9
0
 public void exitSceneSwitch()
 {
     timer = 0;
     try
     {
         if (http != null)
         {
             http.Close();
         }
     }
     catch (Exception e)
     {
         UnityEngine.Debug.Log(e.Message);
         UnityEngine.Debug.Log(e.StackTrace);
     }
     Unity_Tools.clear_message_from_platform();
     Unity_Tools.ui_return_to_platform();
 }
Exemple #10
0
 public void ExitProgram()
 {
     showMode.closeSence();
     timelineControll.close();
     Interaction.AnimationRotateY = 1;
     DebugLog.DebugLogInfo("back SceneSwitch");
     try
     {
         ManageModel.Instance.Destory_Transform_temp_child();
         DestroyImmediate(GameObject.Find("temp_parent"));
     }
     catch (Exception e)
     {
         DebugLog.DebugLogInfo(e.Message);
         DebugLog.DebugLogInfo(e.StackTrace);
     }
     Unity_Tools.ui_return_sceneSwitch();
 }
 /// <summary>
 /// 确认、取消按钮
 /// </summary>
 /// <param name="isConfirm">是否是确认按钮</param>
 public void ExitChoice(bool isConfirm)
 {
     if (isConfirm)
     //如果是确认按钮
     {
         Debug.Log("Application");
         Unity_Tools.ui_return_to_platform();
         SceneManager.LoadScene("SceneSwitch");
         //退出程序
     }
     else
     //如果是取消按钮
     {
         Time.timeScale = 1;
         //解冻时间
         quitAppPanel.SetActive(false);
         //关闭退出界面
     }
 }
Exemple #12
0
    void Update()
    {
        //UnityEngine.Debug.Log(OperaStatus);
        if (OperaStatus != AppOperState.Loop)
        {
            timer = 0;
        }
        switch (OperaStatus)
        {
        case AppOperState.Loop:
            timer++;
#if UNITY_EDITOR
#elif UNITY_IOS
            string message = Unity_Tools.get_message_from_platform_for_ios();
            if (message != "")
            {
                DebugLog.DebugLogInfo("-------------------------------get_message---------------------------------------");
                Get_app(message);
                Unity_Tools.clear_message_from_platform_for_ios();
            }
            if (timer > 60)
            {
                Unity_Tools.ui_return_to_platform();
                timer = 0;
            }
#elif UNITY_ANDROID
            string message = Unity_Tools.get_message_from_platform_for_android();
            if (message != "")
            {
                DebugLog.DebugLogInfo("-------------------------------get_message---------------------------------------");
                Get_app(message);
                Unity_Tools.clear_message_from_platform_for_android();
            }
            if (timer > 60)
            {
                Unity_Tools.ui_return_to_platform();
                timer = 0;
            }
#endif

            break;

        case AppOperState.Apprun:

            DebugLog.DebugLogInfo(" 资源完备加载 加载场景 " + this_app.app_type);
            UnityEngine.Debug.Log(" 资源完备加载 加载场景 " + this_app.app_type);
            switch (PublicClass.app.app_type)
            {
            case "model":
                //SetOperaToRuning();
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
                if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.plugin)
                {
                    Load_Scene("UI4_PptPlugin");
                }
                else
                {
                    show_progress.CloseBtn(true);
                    Load_Scene("UI3");
                }
#elif UNITY_IOS || UNITY_ANDROID
                Load_Scene("UI2", false);
#endif
                //show_progress.StopLoad();
                // Load_Scene("sign");
                break;

            case "sign":
                show_progress.CloseBtn(true);
                Load_Scene("UI_sign", false);
                break;

            case "sign_ssp":
            case "sign_new":
            case "sign_acu":
                show_progress.CloseBtn(true);
                Load_Scene("UI_sign_all");
                // Load_Scene("sign");
                break;

            case "ppt":
                Load_Scene("ppt");
                break;

            case "microlesson":
                show_progress.CloseBtn(false);
                Load_Scene("WeiKePlayer");
                break;

            case "game":
                show_progress.CloseBtn(false);
                Load_Scene("Block_UI");
                break;

            case "exam":
                Load_Scene("totalScence");
                break;

            case "medical":
                Load_Scene("Medical", true);
                break;

            case "animation":
                Load_Scene("MotorAnatomy", true);
                break;

            case "acu":
                Load_Scene("NewAcu", true);
                break;

            case "cfd":
                Load_Scene("CFD", true);
                break;

            default:
                break;
            }

            //SetOperaToRuning();
            break;

        case AppOperState.LoadScene:
            if (show_progress != null)
            {
                show_progress.current_progress = _async.progress;
            }
            //vesal_log.vesal_write_log("load scenec" + _async.progress);
            break;

        case AppOperState.Appruning:
            //if (show_progress.current_progress <= 0.8f)
            if (_async != null && _async.progress >= 0.85f && _async.allowSceneActivation == false)
            {
                _async.allowSceneActivation = true;
            }
            break;

        case AppOperState.UpdateData:
            show_progress.Set_Progress("系统正在为下载后首次运行准备数据,请稍等...");
            update_app_fix();
            OperaStatus = AppOperState.UpdataDating;
            break;

        case AppOperState.Downloading:
            if (http.progress <= 1.0f)
            {
                show_progress.current_progress = http.progress;
            }
            break;

        case AppOperState.AssetLoad:
            UnityEngine.Debug.Log("模型正在加载中..." + PublicClass.app.app_type);
            show_progress.Set_Progress("模型正在加载中...", Call);
            switch (PublicClass.app.app_type)
            {
            case "acu":
            case "model":
            // OperaStatus = AppOperState.Apprun;
            // break;
            case "sign":
            case "sign_ssp":
            case "sign_new":
            case "sign_acu":
            case "ppt":
            case "microlesson":
            case "game":
            case "exam":
                UnityEngine.Debug.Log("cacaulte_load_list();");
                cacaulte_load_list();
                if (load_list.Count() == 0)
                {
                    UnityEngine.Debug.Log("OperaStatus = AppOperState.Apprun;");
                    OperaStatus = AppOperState.Apprun;
                }
                else
                {
                    OperaStatus = AppOperState.AssetLoading;
                    UnityEngine.Debug.Log("OperaStatus = AppOperState.AssetLoading;");
                    load_assets_A(count_load);
                }
                break;

            case "cfd":
                OperaStatus = AppOperState.Apprun;
                //cacaulte_load_list();
                if (load_list.Count() == 0)
                {
                    UnityEngine.Debug.Log("OperaStatus = AppOperState.Apprun;");
                    OperaStatus = AppOperState.Apprun;
                }
                else
                {
                    OperaStatus = AppOperState.AssetLoading;
                    UnityEngine.Debug.Log("OperaStatus = AppOperState.AssetLoading;");
                    load_assets_A(count_load);
                }
                break;

            default:
                break;
            }
            break;

        case AppOperState.UnZip:
            OperaStatus = AppOperState.UnZiping;
            if (File.Exists(downloadFilePath))
            {
                StartCoroutine(Vesal_DirFiles.UnZipAsync(downloadFilePath, targetSourcePath + "/", unzipProgress, true));
                //StartCoroutine(StartUnzip(downloadFilePath, targetSourcePath));
            }
            else
            {
                OperaStatus = AppOperState.AssetLoad;
            }
            break;

        default:
            break;
        }
    }
Exemple #13
0
 public static void SetOperaToLoop()
 {
     OperaStatus = AppOperState.Loop;
     Unity_Tools.set_value_to_platform("Unity_state", "Loop");
     Unity_Tools.send_message_to_platform("setUnityState", "Loop");
 }
Exemple #14
0
 public static void SetOperaToRuning()
 {
     OperaStatus = AppOperState.Appruning;
     Unity_Tools.set_value_to_platform("Unity_state", "Run");
     Unity_Tools.send_message_to_platform("setUnityState", "Run");
 }
Exemple #15
0
    List <Download_Vesal_info> load_list;//异步加载assetbundle资源列表

    public void load_assets_A(List <Download_Vesal_info> targetList, Action load_complete = null)
    {
        if (PublicClass.id_model_dic == null)
        {
            PublicClass.id_model_dic = new Dictionary <string, int>();
        }

        load_list = new List <Download_Vesal_info>();
        foreach (Download_Vesal_info temp in targetList)
        {
            if ((temp.type == null) || (temp.type.ToUpper() == "") || (temp.type.ToUpper() == "AB"))
            {
                load_list.Add(temp);
                PublicClass.total_load_list.Add(temp);
            }
        }
        //DebugLog.DebugLogInfo("--------------------可以加载模型长度:" + PublicClass.total_load_list.Count);
        //foreach (Download_Vesal_info temp in PublicClass.total_load_list)
        //{
        //    DebugLog.DebugLogInfo("total list:" + temp.name);
        //}

        //去掉多余的加载项
        int max = load_list.Count;

        for (int k = PublicClass.int_load_AB_nums; k < max; k++)
        {
            load_list.RemoveAt(PublicClass.int_load_AB_nums);
        }

        Unity_Tools.StarTime("获取远程数据计时-------");
        progress.Set_Progress("模型正在加载中...", Call);
        length = 0;
        count  = 0;
        length = load_list.Count;
        DebugLog.DebugLogInfo("--------------------加载模型长度:" + length);
        ////加载公共库异常处理
        //if (load_list.Count == 0)
        //{
        //    progress.Set_Progress("加载数据错误...", Call);
        //}
//这是在未PPTPlayer 播放时,启动时指定vsl文件而给与解压
        if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.WeiKePlayer)
        {
            isUnzipDown = true;
            string[] CommandLineArgs = Environment.GetCommandLineArgs();
            for (int i = 0; i < CommandLineArgs.Length; i++)
            {
                string tmpStr = CommandLineArgs[i];
                //tmpStr = "C:\\vesalplayer\\WK0000001_5.vsl";
                Debug.Log("GetCommandLineArgs::" + tmpStr);
                vesal_log.vesal_write_log("GetCommandLineArgs::" + tmpStr);
                if (tmpStr.Contains(".vsl") || tmpStr.Contains(".VSL"))
                {
                    Debug.Log("GetCommandLineArgs::" + tmpStr);
                    //SelectFile(tmpStr);
                    PPTHomePageController.TempFilePath = PPTHomePageController.getTempPath();
                    vesal_log.vesal_write_log("PPTHomePageController.TempFilePath " + PPTHomePageController.TempFilePath);
                    StartCoroutine(Vesal_DirFiles.UnZipAsync(tmpStr, PPTHomePageController.TempFilePath, ManagerModelUnzipCall, true));
                    PPTResourcePool.isSkipUnzip = true;
                    isUnzipDown = false;
                    PPTHomePageController.currentFilePath = tmpStr;
                    break;
                }
            }
        }



        if (load_list.Count > 0)
        {
            //设置加载标记
            start_load_model = true;
            timer            = 0;
            //            progress = GameObject.Find("LoadingCanvas").transform.GetComponent<ShowProgress>();

            StartCoroutine(LoadPrefabModel(PublicClass.filePath + load_list[0].name, Vesal_DirFiles.remove_name_suffix(load_list[0].name), count_load));
        }
        else
        {
            start_load_model = false;
            this.ReadModelInfo();
            if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.demo_pc)
            {
                SceneManager.LoadScene("SceneSwitchInteral");
            }
            else
            {
                SceneManager.LoadScene("SceneSwitch");
            }
        }
    }
 void Start()
 {
     Unity_Tools.Get_scene_instance <ShowProgress>("LoadingCanvas_pc").CloseProgress();
 }
Exemple #17
0
    void Start()
    {
        OperaStatus = AppOperState.Init;
        DebugLog.DebugLogInfo("-------------------------------进入场景分发器---------------------------------------");
        //创建资源文件夹
        Create_assets_path();

        if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer)
        {
            SceneManager.LoadScene("WeiKePlayer");
            return;
        }
        show_progress = Unity_Tools.Get_scene_instance <ShowProgress>("LoadingCanvas_pc");
#if UNITY_EDITOR
        if (firstTest)
        {
            //StartCoroutine(App_tool.testMethod("游戏", "2", "game", "GA0101001", Get_app));//SA0101047//SA0000000//RA0100001//SA0C02001//

            // StartCoroutine(App_tool.testMethod("经络穴位", "24", "acu", "AA0100012N", Get_app));
            //StartCoroutine(App_tool.testMethod_acu("acu", "AA0100000N", Get_app));
            //StartCoroutine(App_tool.testMethod("人体构造", "44", "medical", "RA0801001", Get_app));
            //Get_app(App_tool.testMethod());
            //StartCoroutine(App_tool.testMethod_wk_lz("微课课程", "13", "microlesson", "WK0000001", Get_app));
            //StartCoroutine(App_tool.testMethod("肌肉动画", "29", "equip_drill", "MAO10001", Get_app));
            //StartCoroutine(App_tool.testMethod("测验练习", "exam", "qa001", Get_app));
            //StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0A01001", Get_app));//SA0201007//SA0202010
            // StartCoroutine(App_tool.testMethod("人体构造", "2", "animation", "DA0100039", Get_app));
            // StartCoroutine(App_tool.testMethod("微课课程", "2", "microlesson", "HMFWK001", Get_app));//HMFWK002
            //  StartCoroutine(App_tool.testMethod("人体构造", "44", "medical", "RA0801001", Get_app));
            //StartCoroutine(App_tool.testMethod("人体构造", "2", "sign_ssp", "SA0C01007", Get_app));//SA0101047//SA0000000//RA0100001//SA0C02001
            //  StartCoroutine(App_tool.testMethod("经络穴位", "24", "sign_acu", "AA0100002", Get_app));//SA0101047//SA0000000//RA0100001//SA0C02001//
            //StartCoroutine(App_tool.testMethod("人体构造", "2", "sign", "SA0604002", Get_app));//SA0903001//SA0903005//SA0903006//SA0903007
            Get_app(App_tool.testMethod_signnew("sign_new", "SA090C003", Get_app));//SA0101047//SA0000000//RA0100001//SA0C02001//SA0C02000//SA0C04002//
            //StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0000000", Get_app));//SA0101047//SA0000000//RA0100001//SA0801002
            firstTest = false;
        }
        else
        {
            firstTest = true;
            // StartCoroutine(App_tool.testMethod("人体构造", "44", "medical", "RA0801004", Get_app));
            // StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0801003", Get_app));
            // StartCoroutine(App_tool.testMethod("人体构造", "model", "SA0101047", Get_app));//SA0101047//SA0000000//RA0100001
            //StartCoroutine(App_tool.testMethod("经络穴位", "24", "sign_acu", "AA0100000", Get_app));//SA0101047//SA0000000//RA0100001//SA0C02001//
            //  StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0000000", Get_app));
            // StartCoroutine(App_tool.testMethod("微课课程", "2", "microlesson", "HMFWK001", Get_app));//HMFWK002
            // StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0101047", Get_app));//SA0103043
            // StartCoroutine(App_tool.testMethod("人体构造", "2", "model", "SA0101047", Get_app));
            //StartCoroutine(App_tool.testMethod("人体构造", "2", "animation", "DA0100050", Get_app));
            // StartCoroutine(App_tool.testMethod("人体构造", "44", "medical", get_id_list(), Get_app));
            // StartCoroutine(App_tool.testMethod("人体构造", "44", "medical", "RA0801001", Get_app));
            // StartCoroutine(App_tool.testMethod("测验练习", "2", "exam", "qa001", Get_app));
            // StartCoroutine(App_tool.testMethod("经络穴位", "24", "sign_acu", "AA0100005", Get_app));
            //StartCoroutine(App_tool.testMethod("经络穴位", "24", "acu", "AA0100009N", Get_app));
        }
#elif UNITY_ANDROID
        show_progress = Unity_Tools.Get_scene_instance <ShowProgress>("LoadingCanvas");
#elif UNITY_STANDALONE_WIN
        show_progress = Unity_Tools.Get_scene_instance <ShowProgress>("LoadingCanvas_pc");
        if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.plugin)
        {
            if (PublicClass.app != null)
            {
                Get_app(PublicClass.app);
            }
        }
        else
        {
            if (!PublicClass.is_enter_server_control)
            {
                InternalSocketMananger.instance.HideUnityWidows();
                DebugLog.DebugLogInfo("HideUnityWidows");
            }
        }
#endif
        if (PublicClass.app == null)
        {
            SetOperaToLoop();
        }
    }
Exemple #18
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    //加载完毕回调
    void count_load()
    {
        print(load_list.Count + " ---------- count");
        if (load_error_flag == false)
        {
            PublicClass.Asset_loaded_list.Add(load_list[count]);
        }
        count++;
        progress.current_progress = (float)count / (float)length;
        if (load_list.Count > count)
        {
            timer = 0;
            StartCoroutine(LoadPrefabModel(PublicClass.filePath + load_list[count].name, Vesal_DirFiles.remove_name_suffix(load_list[count].name), count_load));
        }
        if (count == length)
        {
#if UNITY_EDITOR
            //Debug.LogError(LoadResult);
#endif
            start_load_model = false;
            this.ReadModelInfo();
            PublicClass.Transform_parent.gameObject.SetActive(false);
            ReadModel(PublicClass.Transform_parent);

#if UNITY_ANDROID
            // DebugLog.DebugLogInfo("返回平台!");
            Unity_Tools.ui_return_to_platform();
#endif
            isLoadAbDown = true;
            if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.WeiKePlayer)
            {
                //if (PPTResourcePool.isSkipUnzip == true)
                //{
                //    isLoadAbDown = true;

                //}
                if (isLoadAbDown && isUnzipDown)
                {
                    isLoadAbDown = false;
                    if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.demo_pc)
                    {
                        SceneManager.LoadScene("SceneSwitchInteral");
                    }
                    else
                    {
                        SceneManager.LoadScene("SceneSwitch");
                    }
                }
                return;
            }

            if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.demo_pc)
            {
                SceneManager.LoadScene("SceneSwitchInteral");
            }
            else
            {
                SceneManager.LoadScene("SceneSwitch");
            }
        }
    }