(client) feat:做了初始化加载动画。 fix:修复定义加载列表和加载枚举时的错误识别
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151
Client/Assets/Scripts/Base/GradientColor.cs
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151
Client/Assets/Scripts/Base/GradientColor.cs
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.UI;
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namespace Base
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{
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// 定义渐变方向枚举
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[AddComponentMenu("UI/Effects/Gradient")]
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public enum Dir
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{
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Horizontal, // 水平方向
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Vertical, // 垂直方向
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}
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// 自定义梯度效果类,继承自BaseMeshEffect
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public class Gradient : BaseMeshEffect
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{
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[SerializeField] // 序列化字段,可在Inspector中编辑
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private Dir dir = Dir.Vertical; // 渐变方向,默认垂直
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[SerializeField]
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public Color32 color1 = Color.white; // 渐变起始颜色,默认白色
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[SerializeField]
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public Color32 color2 = Color.white; // 渐变结束颜色,默认白色
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[SerializeField]
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private float range = 0f; // 渐变范围,控制颜色的过渡区域,默认无范围(完全渐变)
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[SerializeField]
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private bool isFlip = false; // 是否翻转渐变方向,默认不翻转
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public void Refresh()
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{
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graphic.SetVerticesDirty();
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}
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// 重写ModifyMesh方法,用于修改UI元素的网格
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive()) // 如果组件未激活,则不执行后续操作
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{
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return;
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}
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var count = vh.currentVertCount; // 获取当前顶点数量
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if (count > 0) // 如果有顶点,则进行处理
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{
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var vertices = new List<UIVertex>(); // 创建顶点列表
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// 遍历所有顶点并添加到列表中
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for (var i = 0; i < count; i++)
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{
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var uIVertex = new UIVertex();
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vh.PopulateUIVertex(ref uIVertex, i); // 填充顶点信息
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vertices.Add(uIVertex);
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}
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// 根据渐变方向调用相应的绘制方法
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switch (dir)
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{
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case Dir.Horizontal:
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DrawHorizontal(vh, vertices, count);
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break;
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case Dir.Vertical:
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DrawVertical(vh, vertices, count);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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// 绘制垂直方向的渐变
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private void DrawVertical(VertexHelper vh, List<UIVertex> vertices, int count)
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{
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// 初始化顶部和底部Y坐标
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var topY = vertices[0].position.y;
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var bottomY = vertices[0].position.y;
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// 遍历所有顶点,找到最高和最低的Y坐标
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for (var i = 0; i < count; i++)
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{
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var y = vertices[i].position.y;
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if (y > topY) topY = y;
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else if (y < bottomY) bottomY = y;
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}
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var height = topY - bottomY; // 计算高度差
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// 遍历所有顶点,设置颜色渐变
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for (var i = 0; i < count; i++)
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{
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var vertex = vertices[i];
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Color32 color = Color.white;
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// 根据是否翻转,计算当前顶点的颜色
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if (isFlip)
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{
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color = Color32.Lerp(color2, color1, 1 - (vertex.position.y - bottomY) / height * (1f - range));
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}
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else
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{
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color = Color32.Lerp(color2, color1, (vertex.position.y - bottomY) / height * (1f - range));
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}
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vertex.color = color; // 设置顶点颜色
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vh.SetUIVertex(vertex, i); // 更新网格中的顶点
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}
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}
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// 绘制水平方向的渐变
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private void DrawHorizontal(VertexHelper vh, List<UIVertex> vertices, int count)
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{
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// 注意:这里应该是找到最左和最右的X坐标,注释中存在笔误
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var leftX = vertices[0].position.x;
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var rightX = vertices[0].position.x;
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// 遍历所有顶点,找到最左和最右的X坐标
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for (var i = 0; i < count; i++)
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{
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var x = vertices[i].position.x;
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if (x > rightX) rightX = x;
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else if (x < leftX) leftX = x;
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}
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var width = rightX - leftX; // 计算宽度差
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// 遍历所有顶点,设置颜色渐变
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for (var i = 0; i < count; i++)
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{
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var vertex = vertices[i];
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Color32 color = Color.white;
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// 根据是否翻转,计算当前顶点的颜色
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if (isFlip)
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{
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color = Color32.Lerp(color2, color1, 1 - (vertex.position.x - leftX) / width * (1f - range));
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}
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else
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{
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color = Color32.Lerp(color2, color1, (vertex.position.x - leftX) / width * (1f - range));
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}
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vertex.color = color; // 设置顶点颜色
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vh.SetUIVertex(vertex, i); // 更新网格中的顶点
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}
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}
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}
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}
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2
Client/Assets/Scripts/Base/GradientColor.cs.meta
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2
Client/Assets/Scripts/Base/GradientColor.cs.meta
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fileFormatVersion: 2
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guid: 8df3d16a358d74644b86e92ca5177fa1
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104
Client/Assets/Scripts/Base/Launcher.cs
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104
Client/Assets/Scripts/Base/Launcher.cs
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using System.Collections;
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using Logging;
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using TMPro;
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using UnityEngine;
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namespace Base
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{
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public class Launcher : MonoBehaviour
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{
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public Gradient progressBar; // 渐变色条
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public TMP_Text describeText; // 描述文本
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private float _currentProgress = 0f; // 当前进度
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private float duration = 0.5f; // 过渡时间
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private string[] _loadingSteps =
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{
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"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",
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"正在加载物品"
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};
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public float progress
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{
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set
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{
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_currentProgress = value;
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if (value < 0.5f)
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{
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progressBar.color2 = Color.Lerp(Color.black, Color.white, value * 2);
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}
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else
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{
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progressBar.color2 = Color.white;
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progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
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}
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progressBar.Refresh();
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}
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}
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private void Start()
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{
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StartCoroutine(LoadAllManagers());
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}
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private IEnumerator LoadAllManagers()
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{
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for (var i = 0; i < _loadingSteps.Length; i++)
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{
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// 更新描述文本
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describeText.text = _loadingSteps[i];
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// 获取当前阶段的目标进度
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var targetProgress = (float)(i + 1) / _loadingSteps.Length;
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// 平滑过渡到下一个阶段
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yield return SmoothTransitionTo(targetProgress);
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// 初始化对应的管理器
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switch (i)
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{
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case 0:
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UnityLogger.Init();
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break;
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case 1:
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Managers.DefineManager.Instance.Init();
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break;
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case 2:
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Managers.PackagesImageManager.Instance.Init();
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break;
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case 3:
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Managers.TileManager.Instance.Init();
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break;
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case 4:
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Managers.AffiliationManager.Instance.Init();
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break;
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case 5:
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Managers.ItemResourceManager.Instance.Init();
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break;
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}
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}
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// 加载完成后的处理
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describeText.text = "加载完成!";
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progress = 1f;
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}
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private IEnumerator SmoothTransitionTo(float targetProgress)
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{
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var startProgress = _currentProgress;
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var elapsedTime = 0f;
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while (elapsedTime < duration)
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{
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elapsedTime += Time.deltaTime;
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var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
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progress = Mathf.Lerp(startProgress, targetProgress, t);
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yield return null;
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}
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// 确保最终进度达到目标值
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progress = targetProgress;
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}
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}
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}
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3
Client/Assets/Scripts/Base/Launcher.cs.meta
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3
Client/Assets/Scripts/Base/Launcher.cs.meta
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fileFormatVersion: 2
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guid: 1966ff90f1854aee9ca89d700abef90d
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timeCreated: 1755438497
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