private void OnUpdateResEvent(VersionProgressEvent data) { switch (data.state) { case EVersionState.PackageUpdating: //每个分包更新中 _proBar.value = (float)data.curPro / data.dataLength; _updatePro.text = string.Format("{0} / {1}", Util.GetFileLengthStr(data.curPro), Util.GetFileLengthStr(data.dataLength)); _txtTip.text = "资源更新中..."; break; case EVersionState.AllPackageDownloaded: //所有后台分包更新完 _txtTip.text = "资源更新完毕,准备游戏"; _updatePro.text = string.Empty; Destroy(gameObject); break; case EVersionState.PackageUpdateFail: //分包更新失败 _txtTip.text = "资源更新失败"; _updatePro.text = string.Empty; break; case EVersionState.PackageExtracting: //分包解压同步 _txtTip.text = "资源解压中..."; _updatePro.text = string.Empty; break; case EVersionState.PackageExtractSuccess: //分包解压成功 _txtTip.text = "资源解压成功"; break; case EVersionState.PackageExtractFail: //分包解压失败 _txtTip.text = "BackUpdate 解压失败"; break; default: break; } ; }
private void OnUpdateResEvent(VersionProgressEvent data) { switch (data.state) { case EVersionState.Extracting: //解压 if (data.curPro == 0) { _proBar.gameObject.SetActive(true); _proBar.value = 0; _txtTip.text = "首包资源解压中,不耗费流量..."; } else { _proBar.value = (float)data.curPro / data.dataLength; } break; case EVersionState.ExtracSuccess: //解压成功 _txtTip.text = "首包资源解压完"; break; case EVersionState.NoInternet: //无信号 _proBar.gameObject.SetActive(false); _txtTip.text = string.Empty; apkUrl = string.Empty; _okBtn.gameObject.SetActive(false); _cancleBtn.gameObject.SetActive(false); _sureBtn.gameObject.SetActive(true); ShowTipPanel("无可用网络信号,请检查网络!"); break; case EVersionState.ApkUpdate: //发现大版本 _proBar.gameObject.SetActive(false); _txtTip.text = string.Empty; apkUrl = data.info; _okBtn.gameObject.SetActive(true); _cancleBtn.gameObject.SetActive(true); _sureBtn.gameObject.SetActive(false); ShowTipPanel("发现大版本更新,是否前往链接!"); break; case EVersionState.ResUpdating: //资源更新中 _proBar.gameObject.SetActive(true); _proBar.value = (float)data.curPro / data.dataLength; _updatePro.text = string.Format("{0} / {1}", Util.GetFileLengthStr(data.curPro), Util.GetFileLengthStr(data.dataLength)); _txtTip.text = "资源更新中..."; break; //case EVersionState.ResUpdateSuccess: //资源更新成功 // _txtTip.text = "资源更新成功"; // break; case EVersionState.ResUpdateFail: //资源更新失败 _txtTip.text = "资源更新失败"; _updatePro.text = string.Empty; break; case EVersionState.ResExtractSuccess: //资源解压成功 _txtTip.text = "资源解压成功"; _updatePro.text = string.Empty; break; case EVersionState.ResExtractFail: //资源解压失败 _txtTip.text = "资源解压失败"; _updatePro.text = string.Empty; break; case EVersionState.PackageCfgFail: //获取分包配置出错 _txtTip.text = "获取分包配置出错"; break; case EVersionState.PackageUpdating: //每个分包更新中 _proBar.gameObject.SetActive(true); _proBar.value = (float)data.curPro / data.dataLength; _updatePro.text = string.Format("{0} / {1}", Util.GetFileLengthStr(data.curPro), Util.GetFileLengthStr(data.dataLength)); _txtTip.text = "资源更新中..."; break; case EVersionState.PackageUpdateSuccess: //登入所有分包更新完 _txtTip.text = "准备游戏"; _updatePro.text = string.Empty; break; case EVersionState.PackageUpdateFail: //分包更新失败 _txtTip.text = "资源更新失败"; _updatePro.text = string.Empty; break; case EVersionState.PackageExtracting: //分包解压同步 _txtTip.text = "资源解压中..."; _updatePro.text = string.Empty; break; case EVersionState.PackageExtractSuccess: //分包解压成功 _txtTip.text = "资源解压成功"; break; case EVersionState.PackageExtractFail: //分包解压失败 _txtTip.text = "解压失败"; break; default: break; } ; }