From f44ad64eff5c66b711e2b8d28c44c85a92cbc393 Mon Sep 17 00:00:00 2001
From: liuzhiwei <liuzhiwei@qq.com>
Date: Fri, 06 Nov 2020 10:08:42 +0800
Subject: [PATCH] Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master

---
 Assets/Scripts/GameAnalytics_SDK/UI/LoginUI.cs |   48 +++++++++++++++++++++++++++++-------------------
 1 files changed, 29 insertions(+), 19 deletions(-)

diff --git a/Assets/Scripts/GameAnalytics_SDK/UI/LoginUI.cs b/Assets/Scripts/GameAnalytics_SDK/UI/LoginUI.cs
index 539a428..d3f68db 100644
--- a/Assets/Scripts/GameAnalytics_SDK/UI/LoginUI.cs
+++ b/Assets/Scripts/GameAnalytics_SDK/UI/LoginUI.cs
@@ -25,6 +25,9 @@
         transform.Find("Panel/Button").GetComponent<Button>().onClick.AddListener(OnClickLoginBtn);
         transform.Find("Panel/Button (1)").GetComponent<Button>().onClick.AddListener(OnClickResetBtn);
 
+        progressSlider = transform.Find("Progress").GetComponent<Slider>();
+
+        progressSlider.value = 0;
         if (Application.platform == RuntimePlatform.Android)
         {
             //GetetDeviceIMEI();//获取安卓手机IMEI
@@ -85,9 +88,11 @@
             AudioSourceManager.Ins.Play(AudioEnum.UI);
             TDAA_SDKManager.Ins.Statistics(2);//埋点
 
-            //StartCoroutine(loginMy());
-            StartCoroutine(LoadScene());
-        }else{
+            StartCoroutine(loginMy());
+            //StartCoroutine(LoadScene());
+        }
+        else
+        {
 
         }
 
@@ -217,24 +222,26 @@
     IEnumerator LoadScene()
     {
         async = SceneManager.LoadSceneAsync(GameConfig.NextSceneName);
-        async.allowSceneActivation = true;
-        /*while (!async.isDone)
+        //async.allowSceneActivation = true;
+        while (!async.isDone)
         {
-            
             if (async.progress < 0.9f)
-                progressValue = async.progress;
+            {
+                Debug.Log(async.progress);
+
+            }
+            //progressValue = async.progress;
             else
-                progressValue = 1.0f;
-            slider.value = progressValue;
-            progress.text = (int)(slider.value * 100) + " %";
-            
+                Debug.Log("超过0.9,");
+            //progressValue = 1.0f;
+            //slider.value = progressValue;
+            //progress.text = (int)(slider.value * 100) + " %";
+
             if (async.progress >= 0.89)
             {
-                Debug.Log("进展时间分别是:" + async.progress + "," + totalTime);
-                if( totalTime >= 3.0f )
-                    async.allowSceneActivation = true;
-                
-                progress.text = "按任意键继续";
+                Debug.Log("进展时间分别是:" + async.progress + ",");
+
+                //progress.text = "按任意键继续";
                 if (Input.anyKeyDown)
                 {
                     async.allowSceneActivation = true;
@@ -243,11 +250,11 @@
             }
 
             //yield return null;
-        }*/
+        }
         yield return null;
     }
 
-
+    private Slider progressSlider;
     IEnumerator loginMy()
     {
         int displayProgress = 0;
@@ -256,10 +263,11 @@
         op.allowSceneActivation = false;
         while (op.progress < 0.9f) //此处如果是 <= 0.9f 则会出现死循环所以必须小0.9
         {
-            toProgress = (int)op.progress * 100;
+            toProgress = (int)(op.progress * 100);
             while (displayProgress < toProgress)
             {
                 ++displayProgress;
+                progressSlider.value = displayProgress * 0.01f;
                 SetLoadingPercentage(displayProgress);
                 yield return new WaitForEndOfFrame();//ui渲染完成之后
             }
@@ -268,6 +276,8 @@
         while (displayProgress < toProgress)
         {
             ++displayProgress;
+            progressSlider.value = displayProgress * 0.01f;
+
             SetLoadingPercentage(displayProgress);
             yield return new WaitForEndOfFrame();
         }

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