Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
185 lines
3.6 KiB
C#
185 lines
3.6 KiB
C#
using System.Collections;
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using Cute;
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using UnityEngine;
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using Wizard;
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public class LoadingBase : UIBase
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{
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[SerializeField]
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private GameObject mainObj;
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[SerializeField]
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private UILabel ParLabel;
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[SerializeField]
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private UIGauge LoadingBar;
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[SerializeField]
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protected UILabel LoadTitleLabel;
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[SerializeField]
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protected UILabel LoadTextLabel;
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[SerializeField]
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private UITexture BGTexture;
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private int loadIndex;
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private string comment = "";
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private Coroutine coroutine;
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protected bool isLabelUpdate = true;
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private float loadAssetsMaxNum;
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public bool IsOpponentWait;
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public float CurrentProgress { get; private set; }
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public bool MaximumValueFixedMode { get; set; }
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private void Awake()
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{
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MaximumValueFixedMode = false;
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CurrentProgress = 0f;
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}
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protected virtual void Start()
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{
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if ((bool)LoadTextLabel)
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{
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comment = Data.SystemText.Get("System_0001");
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}
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if ((bool)ParLabel)
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{
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ParLabel.text = "0%";
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}
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if ((bool)mainObj)
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{
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mainObj.SetActive(value: false);
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mainObj.GetComponent<UIAnchor>().uiCamera = UIManager.GetInstance().UIRootLoadingCamera;
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}
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OnEnable();
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}
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public virtual void fadeOutLoading()
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{
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}
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public void closeLoading()
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{
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if (base.gameObject != null)
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{
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Object.Destroy(base.gameObject);
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}
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}
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private void OnEnable()
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{
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if (coroutine == null)
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{
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setParLabelActive(isactive: true);
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coroutine = StartCoroutine(lodingAnimation());
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}
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}
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private void OnDisable()
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{
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if (coroutine != null)
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{
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StopCoroutine(coroutine);
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coroutine = null;
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}
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IsOpponentWait = false;
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}
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public void setMaxAssetsNum(bool enable, float num)
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{
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MaximumValueFixedMode = enable;
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loadAssetsMaxNum = num;
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}
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public void setLoadingComment(string comment)
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{
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this.comment = comment;
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}
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public void setParLabelActive(bool isactive)
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{
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if ((bool)ParLabel && ParLabel.gameObject.activeSelf != isactive)
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{
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ParLabel.gameObject.SetActive(isactive);
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}
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}
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public IEnumerator lodingAnimation()
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{
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if ((bool)mainObj)
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{
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mainObj.SetActive(value: false);
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}
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WaitForSeconds waitTime = new WaitForSeconds(0.05f);
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while (true)
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{
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float num = ((!MaximumValueFixedMode) ? (Toolbox.ResourcesManager.GetDownloadMaxSize() + (float)Toolbox.ResourcesManager.GetLoadingMax()) : loadAssetsMaxNum);
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float num2 = CalculateProgress();
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CurrentProgress = ((num == 0f) ? 0f : (num2 / num));
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if (CurrentProgress > 1f)
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{
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CurrentProgress = 1f;
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}
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if ((bool)ParLabel)
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{
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ParLabel.text = $"{CurrentProgress * 100f:f1}%";
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}
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if ((bool)LoadingBar)
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{
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LoadingBar.Value = CurrentProgress;
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}
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string str = "";
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for (int i = 0; i < loadIndex; i++)
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{
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str += ".";
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}
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if (Data.SystemText == null)
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{
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yield return 0;
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}
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if (isLabelUpdate && (bool)LoadTextLabel)
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{
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LoadTextLabel.text = comment + str;
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}
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loadIndex++;
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if (loadIndex >= 4)
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{
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loadIndex = 0;
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}
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yield return waitTime;
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if ((bool)mainObj && !mainObj.activeSelf)
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{
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mainObj.SetActive(value: true);
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mainObj.GetComponent<UIAnchor>().enabled = true;
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}
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if (IsOpponentWait)
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{
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if (CurrentProgress >= 1f)
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{
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setLoadingComment(Data.SystemText.Get("Battle_0408"));
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setParLabelActive(isactive: false);
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}
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else
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{
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setLoadingComment(Data.SystemText.Get("System_0001"));
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setParLabelActive(isactive: true);
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}
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}
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}
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}
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protected virtual float CalculateProgress()
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{
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return Toolbox.ResourcesManager.GetLoadingCompleted();
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}
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}
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