150 lines
4.7 KiB
C#
150 lines
4.7 KiB
C#
|
using System.Collections;
|
||
|
using Logging;
|
||
|
using TMPro;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Base
|
||
|
{
|
||
|
|
||
|
public class Launcher : MonoBehaviour
|
||
|
{
|
||
|
public GameObject loadingUI;
|
||
|
public Gradient progressBar; // 渐变色条
|
||
|
public TMP_Text describeText; // 描述文本
|
||
|
|
||
|
public float duration = 0.5f; // 过渡时间
|
||
|
public float fadeDuration = 2f; // 不透明度渐隐的时间
|
||
|
private float _currentProgress = 0f; // 当前进度
|
||
|
|
||
|
private Color textColor;
|
||
|
|
||
|
|
||
|
private readonly string[] _loadingSteps =
|
||
|
{
|
||
|
"初始化日志", "正在载入定义", "正在加载图片资源", "正在切割瓦片", "正在加载区分派系",
|
||
|
"正在加载物品"
|
||
|
};
|
||
|
|
||
|
public float Progress
|
||
|
{
|
||
|
set
|
||
|
{
|
||
|
_currentProgress = value;
|
||
|
if (value < 0.5f)
|
||
|
{
|
||
|
progressBar.color2 = Color.Lerp(Color.black, Color.white, value * 2);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
progressBar.color2 = Color.white;
|
||
|
progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
|
||
|
}
|
||
|
|
||
|
progressBar.Refresh();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public float Opacity
|
||
|
{
|
||
|
set
|
||
|
{
|
||
|
var alpha = (byte)(value * 255);
|
||
|
progressBar.color1.a = alpha;
|
||
|
progressBar.color2.a = alpha;
|
||
|
describeText.color = value > 0.5f ? Color.Lerp(new Color(1, 1, 1, 0), textColor, (value - 0.5f) * 2) : new Color(1, 1, 1, 0);
|
||
|
progressBar.Refresh();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void Start()
|
||
|
{
|
||
|
Base.Setting.Instance.Init();
|
||
|
#if !DEBUG
|
||
|
duration = Base.Setting.Instance.progressStepDuration;
|
||
|
fadeDuration = Base.Setting.Instance.exitAnimationDuration;
|
||
|
#endif
|
||
|
loadingUI.SetActive(true);
|
||
|
textColor = describeText.color;
|
||
|
StartCoroutine(LoadAllManagers());
|
||
|
}
|
||
|
|
||
|
private IEnumerator LoadAllManagers()
|
||
|
{
|
||
|
for (var i = 0; i < _loadingSteps.Length; i++)
|
||
|
{
|
||
|
// 更新描述文本
|
||
|
describeText.text = _loadingSteps[i];
|
||
|
|
||
|
// 获取当前阶段的目标进度
|
||
|
var targetProgress = (float)(i + 1) / _loadingSteps.Length;
|
||
|
|
||
|
// 平滑过渡到下一个阶段
|
||
|
yield return SmoothTransitionTo(targetProgress);
|
||
|
|
||
|
// 初始化对应的管理器
|
||
|
switch (i)
|
||
|
{
|
||
|
case 0:
|
||
|
UnityLogger.Init();
|
||
|
break;
|
||
|
case 1:
|
||
|
Managers.DefineManager.Instance.Init();
|
||
|
break;
|
||
|
case 2:
|
||
|
Managers.PackagesImageManager.Instance.Init();
|
||
|
break;
|
||
|
case 3:
|
||
|
Managers.TileManager.Instance.Init();
|
||
|
break;
|
||
|
case 4:
|
||
|
Managers.AffiliationManager.Instance.Init();
|
||
|
break;
|
||
|
case 5:
|
||
|
Managers.ItemResourceManager.Instance.Init();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// 加载完成后的处理
|
||
|
describeText.text = "加载完成!";
|
||
|
Progress = 1f;
|
||
|
|
||
|
// 开始渐隐效果
|
||
|
yield return FadeOutProgressBar();
|
||
|
}
|
||
|
|
||
|
private IEnumerator SmoothTransitionTo(float targetProgress)
|
||
|
{
|
||
|
var startProgress = _currentProgress;
|
||
|
var elapsedTime = 0f;
|
||
|
|
||
|
while (elapsedTime < duration)
|
||
|
{
|
||
|
elapsedTime += Time.deltaTime;
|
||
|
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
|
||
|
Progress = Mathf.Lerp(startProgress, targetProgress, t);
|
||
|
yield return null;
|
||
|
}
|
||
|
|
||
|
// 确保最终进度达到目标值
|
||
|
Progress = targetProgress;
|
||
|
}
|
||
|
|
||
|
private IEnumerator FadeOutProgressBar()
|
||
|
{
|
||
|
var elapsedTime = 0f;
|
||
|
|
||
|
while (elapsedTime < fadeDuration)
|
||
|
{
|
||
|
elapsedTime += Time.deltaTime;
|
||
|
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / fadeDuration); // 使用 SmoothStep 实现平滑渐隐
|
||
|
Opacity = 1f - t; // 不透明度从 1 到 0
|
||
|
yield return null;
|
||
|
}
|
||
|
|
||
|
// 确保最终不透明度为 0
|
||
|
Opacity = 0f;
|
||
|
loadingUI.SetActive(false);
|
||
|
}
|
||
|
}
|
||
|
}
|