loading 图
parent
c6aaeb91f8
commit
a998282548
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@ -506,7 +506,7 @@ RectTransform:
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: -12, y: -8}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -792,7 +792,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &3739793586502117409
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RectTransform:
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m_ObjectHideFlags: 0
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@ -2,52 +2,54 @@
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LoadingPanel = Inherit(BasePanel)
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local this = LoadingPanel
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local tipsConfig = ConfigManager.GetConfig(ConfigName.Tips)
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local loadingConfig=ConfigManager.GetConfig(ConfigName.Loading)
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local loadingConfig = ConfigManager.GetConfig(ConfigName.Loading)
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--初始化组件(用于子类重写)
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local spineName=nil
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local spineObj=nil
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local configLen=0
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local spineName = nil
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local spineObj = nil
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local configLen = 0
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function LoadingPanel:InitComponent()
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--
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--
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this.Slider = Util.GetGameObject(self.gameObject, "Slider"):GetComponent("Slider")
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this.Tip = Util.GetGameObject(self.gameObject, "Slider/Image/LoadingText"):GetComponent("Text")
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this.SliderText = Util.GetGameObject(self.gameObject, "Slider/Fill Area/Fill/Image/Text"):GetComponent("Text")
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this.bg = Util.GetGameObject(self.gameObject, "bg1"):GetComponent("Image")
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this.heroPos=Util.GetGameObject(self.gameObject, "heroPos")
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this.heroPos = Util.GetGameObject(self.gameObject, "heroPos")
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screenAdapte(Util.GetGameObject(self.gameObject, "bg1"))
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screenAdapte(Util.GetGameObject(self.gameObject, "bg2"))
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end
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function LoadingPanel:OnOpen(sp)
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function LoadingPanel:OnOpen()
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local index = 0
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this.bg.sprite = sp
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--this.bg.sprite = sp
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math.randomseed(os.time())
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index = math.random(1,16)
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this.Tip.text = GetLanguageStrById(tipsConfig[index].Tips)
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index = math.random(1, 16)
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this.Tip.text = GetLanguageStrById(tipsConfig[index].Tips)
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end
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-- 销毁时回收
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function LoadingPanel:OnDestroy()
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end
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local callList = {}
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local curIndex = 0
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local lerp = 0
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local maxIndex = 0
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local function update()
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if this.Slider and this.SliderText then
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lerp = math.clamp(lerp + Time.fixedDeltaTime * 15,0,1)
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local curValue = this.Slider.value * (1-lerp) + curIndex * lerp
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lerp = math.clamp(lerp + Time.fixedDeltaTime * 15, 0, 1)
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local curValue = this.Slider.value * (1 - lerp) + curIndex * lerp
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this.Slider.value = curValue
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local curTextValue = math.ceil((curValue/this.Slider.maxValue)*100)
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local curTextValue = math.ceil((curValue / this.Slider.maxValue) * 100)
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curTextValue = curTextValue > 100 and 100 or curTextValue
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this.SliderText.text = curTextValue .."%"
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this.SliderText.text = curTextValue .. "%"
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end
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end
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function LoadingPanel.AddStep(func)
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table.insert(callList, func)
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maxIndex = maxIndex + 1
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end
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end
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function LoadingPanel.OnStep()
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lerp = 0
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@ -61,12 +63,11 @@ end
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function LoadingPanel.ErrorStep(msg)
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--
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if curIndex >= maxIndex then return end
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LogError("登录接口"..curIndex..", 报错:"..msg.errCode .. "|"..msg.errMsg)
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LogError("登录接口" .. curIndex .. ", 报错:" .. msg.errCode .. "|" .. msg.errMsg)
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-- 强制进入下一步
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LoadingPanel.OnStep()
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end
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function LoadingPanel.Start()
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-- 创建sprite加载器
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this.spLoader = SpriteLoader.New()
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@ -79,41 +80,42 @@ function LoadingPanel.Start()
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-- spName = sprites[index]
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-- end
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--LoadStreamingTexture(this.spLoader, spName, function(sp)
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if #callList <= 1 then
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return
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if #callList <= 1 then
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return
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end
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local heroConfig
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for k, v in ConfigPairs(loadingConfig) do
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configLen = configLen + 1
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end
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local spineLive = math.random(1, configLen)
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local curLoad = ConfigManager.TryGetConfigData(ConfigName.Loading, spineLive)
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if curLoad then
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if spineObj ~= nil and spineName ~= nil then
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poolManager:UnLoadLive(spineName, spineObj, PoolManager.AssetType.GameObject)
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end
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local heroConfig
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for k,v in ConfigPairs(loadingConfig) do
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configLen=configLen+1
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end
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local spineLive=math.random(1,configLen)
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local curLoad=ConfigManager.TryGetConfigData(ConfigName.Loading,spineLive)
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if curLoad then
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if spineObj~=nil and spineName~=nil then
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poolManager:UnLoadLive(spineName, spineObj, PoolManager.AssetType.GameObject)
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end
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heroConfig=ConfigManager.TryGetConfigData(ConfigName.HeroConfig,curLoad.Hero)
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spName=curLoad.LoadingBG
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end
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UIManager.OpenPanel(UIName.LoadingPanel,this.spLoader:LoadSprite(spName))
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--LogError("heroconfig i================="..heroConfig[10001].Id.." len==="..#heroConfig)
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if heroConfig then
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spineName=GetResourcePath(heroConfig.Live)
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spineObj= poolManager:LoadLive(spineName,this.heroPos.transform, Vector3.one * heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
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spineObj.transform:SetParent(this.heroPos.transform)
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-- spineObj.transform.localPosition = Vector2.New(0, -20)
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-- spineObj.transform.localScale=Vector3.one
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end
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UpdateBeat:Add(update)
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lerp = 0
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curIndex = 0
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this.Slider.maxValue = #callList - 1
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this.Slider.value = curIndex
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--"你知道嘛:充值会让你变得更强!" --"白驹工作室倾情奉献"
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LoadingPanel.OnStep()
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--end
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heroConfig = ConfigManager.TryGetConfigData(ConfigName.HeroConfig, curLoad.Hero)
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spName = curLoad.LoadingBG
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end
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UIManager.OpenPanel(UIName.LoadingPanel)
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--LogError("heroconfig i================="..heroConfig[10001].Id.." len==="..#heroConfig)
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if heroConfig then
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spineName = GetResourcePath(heroConfig.Live)
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spineObj = poolManager:LoadLive(spineName, this.heroPos.transform, Vector3.one * heroConfig.Scale,
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Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
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spineObj.transform:SetParent(this.heroPos.transform)
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-- spineObj.transform.localPosition = Vector2.New(0, -20)
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-- spineObj.transform.localScale=Vector3.one
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end
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UpdateBeat:Add(update)
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lerp = 0
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curIndex = 0
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this.Slider.maxValue = #callList - 1
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this.Slider.value = curIndex
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--"你知道嘛:充值会让你变得更强!" --"白驹工作室倾情奉献"
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LoadingPanel.OnStep()
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--end
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--end)
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end
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@ -121,12 +123,12 @@ function LoadingPanel.End()
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UpdateBeat:Remove(update)
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this:ClosePanel()
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callList = {}
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if spineObj~=nil and spineName~=nil then
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if spineObj ~= nil and spineName ~= nil then
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poolManager:UnLoadLive(spineName, spineObj, PoolManager.AssetType.GameObject)
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end
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spineName=nil
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spineObj=nil
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spineName = nil
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spineObj = nil
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this.spLoader:Destroy()
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end
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return LoadingPanel
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return LoadingPanel
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 928fd3985e8c04d4fa22136ad79aee4d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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