/// <summary> /// 创建加载场景更新事件。 /// </summary> /// <param name="sceneAssetName">场景资源名称。</param> /// <param name="progress">加载场景进度。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>创建的加载场景更新事件。</returns> public static LoadSceneUpdateEventArgs Create(string sceneAssetName, float progress, object userData) { LoadSceneUpdateEventArgs loadSceneUpdateEventArgs = ReferencePool.Acquire <LoadSceneUpdateEventArgs>(); loadSceneUpdateEventArgs.SceneAssetName = sceneAssetName; loadSceneUpdateEventArgs.Progress = progress; loadSceneUpdateEventArgs.UserData = userData; return(loadSceneUpdateEventArgs); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; if (ne.UserData != this) { return; } Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2")); }
//加载场景更新的回调 private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs args = e as LoadSceneUpdateEventArgs; if (args.UserData != this) { return; } HotLog.Info("Load scene '{0}' update, progress '{1}'.", args.SceneAssetName, args.Progress.ToString("P2")); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; if (ne.UserData != this) { return; } LoadingUI.SetValue(0.8f * ne.Progress); Log.Info($"Load scene '{ne.SceneAssetName}' update, progress '{ne.Progress.ToString("P2")}'."); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; if (ne.UserData != this) { return; } DataEventArgs dataEventArgs = DataEventArgs.Create(this, LoadingForm.UpdateProgressEventId, LoadingStep.ChangeScene, ne.Progress); GameEntry.Event.Fire(dataEventArgs.EventId, dataEventArgs); Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2")); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; if (ne.UserData != this) { return; } //Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2")); string description = string.Format("正在加载场景:[{0}],加载进度:[{1}]。", ne.SceneAssetName, ne.Progress.ToString("P2")); LoadingFormUpdateProgressEventArgs eventArgs = ReferencePool.Acquire <LoadingFormUpdateProgressEventArgs>(); eventArgs.Fill(description, ne.Progress, null); GameEntry.Event.Fire(this, eventArgs); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; if (ne.UserData != this) { return; } Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2")); string description = string.Format("正在加载场景:[{0}],加载进度:[{1}]。", m_SceneName, ne.Progress.ToString("P2")); float progress = ne.Progress * 100; LoadingFormUpdateProgressEventArgs uiArgs = new LoadingFormUpdateProgressEventArgs(); uiArgs.Fill(description, progress, null); GameEntry.Event.Fire(this, uiArgs); }
private void OnLoadSceneUpdate(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e; UpdatePercent(ne.Progress); }
void LoadSceneUpdateHandler(object sender, GameEventArgs e) { LoadSceneUpdateEventArgs ne = e as LoadSceneUpdateEventArgs; //Log.Debug("load scene progress {0}", ne.Progress); }