private void UpdateLoading( ) { // 计算当前的总的加载进度 float progress = 0; foreach (var one in _cache.Loaders) { if (!one.IsCompleted) { one.Update( ); progress += one.Progress; } else { progress += 1; } } progress = progress / _cache.Loaders.Count; //GameLogger.GetInstance( ).Trace( string.Format( "progress:{0}", progress ) ); // ui 刷新 _uiLoading.Fill(progress); foreach (var one in _cache.Loaders) { if (!one.IsCompleted) { return; } } _phase = AsyncLoaderPhase.Loaded; }
private void UpdateBeginLoading( ) { foreach (var one in _cache.Loaders) { one.Start( ); } _phase = AsyncLoaderPhase.Loading; }
private void UpdateLoadingBar( ) { if (_uiLoading.GetState( ) != UiState.Ok) { return; } _phase = AsyncLoaderPhase.BeginLoading; }
private void UpdateBeginLoadingBar( ) { _uiLoading = UiMgr.GetInstance( ).OpenUi(UiType.LoadingBar) as UiLoadBar; _phase = AsyncLoaderPhase.LoadingBar; }
public void Start( ) { _phase = AsyncLoaderPhase.BeginLoadingBar; }