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
 //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 #4
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 #5
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 #6
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();
 }
 /// <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 #8
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 #9
0
    //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");
            }
        }
    }