@cc-component/cc-core 1.5.8 → 1.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -32,7 +32,7 @@ export class LayerUI {
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bundleName: string = "";
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loading_call: { open: (finish: () => void) => void, close: () => void }
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progess: { open: (finish: () => void) => void, close: () => void, progess: (progress: number, time?: number) => void }
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+
progess: { open: (param: ISceneParam, finish: () => void) => void, close: (param: ISceneParam) => void, progess: (param: ISceneParam, progress: number, time?: number) => void }
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scene: ISceneParam
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launch: BaseLaunchComponent;
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@@ -47,14 +47,14 @@ export abstract class BaseLoading extends Component {
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const count = this.path_list.length;
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const ratio = 1 / count * this.progress_ratio;
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this.pro_total = 0;
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-
App.gui.progess.progess?.(0)//进度在OpenScene方法中先打开才可以 设置进度
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+
App.gui.progess.progess?.(App.scenesParm.param, 0)//进度在OpenScene方法中先打开才可以 设置进度
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for (let index = 0; index < this.path_list.length; index++) {
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const key_path = this.path_list[index];
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let temp_pro = 0;
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await App.LoadDir(BundleConfig[key_path.bundleName], key_path.path, GetAssetType(key_path.type), (pro: number) => {
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temp_pro = pro * ratio
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const progess = (this.pro_total + pro * ratio)
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App.gui.progess.progess?.(progess)//进度在OpenScene方法中先打开才可以 设置进度
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App.gui.progess.progess?.(App.scenesParm.param, progess)//进度在OpenScene方法中先打开才可以 设置进度
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})
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this.pro_total = (this.pro_total + temp_pro)
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}
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@@ -79,12 +79,12 @@ export abstract class BaseLoading extends Component {
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addProgess(progess: number, total: number): void {
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const pro = this.getRemainingProgress(total)
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this.pro_total += (pro * progess)
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App.gui.progess.progess?.(this.pro_total)
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App.gui.progess.progess?.(App.scenesParm.param, this.pro_total)
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}
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resetProgess() {
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this.pro_total = 0
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App.gui.progess.progess?.(this.pro_total, 0)
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App.gui.progess.progess?.(App.scenesParm.param, this.pro_total, 0)
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}
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/**获取剩余进度 */
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@@ -92,7 +92,7 @@ export abstract class BaseLoading extends Component {
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return ((total) - this.pro_total / 100) * 100
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}
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FinishLoad() {
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App.gui.progess.close?.()
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App.gui.progess.close?.(App.scenesParm.param)
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if (DEBUG) {
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ResourceManager.instance.LogAssetsAll()
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}
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@@ -109,10 +109,10 @@ export abstract class BaseLoading extends Component {
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if (progress >= 100) {
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progress = 100;
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clearInterval(timer);
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App.gui.progess.progess?.(progress);
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App.gui.progess.progess?.(App.scenesParm.param, progress);
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resolve();
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} else {
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App.gui.progess.progess?.(progress);
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App.gui.progess.progess?.(App.scenesParm.param, progress);
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}
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}, intervalMs);
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});
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@@ -308,11 +308,11 @@ export class ResourceManager {
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return new Promise<T>((resolve, reject) => {
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bundle.load(path, type, (err, asset) => {
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if (err) {
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Logger.error(`${bundleName}-加载资源失败: ${path}`);
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resolve(null);
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return;
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}
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Logger.debug('--加载', path)
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//Logger.debug('--加载', path)
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// 记录加载的资源
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ResourceManager.instance.trackAsset(path, asset, bundleName);
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ResourceManager.instance.LogAssets(bundleName)
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@@ -147,7 +147,7 @@ export class App {
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//#region 监听模块消息
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static OnRequstNet(param: { open: (finish: (isOk: boolean) => void) => void }) { App.http.param = param; }
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static OnLoading(param: { open: (finish: () => void) => void, close: () => void }) { App.gui.loading_call = param; }
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static OnProgess(param: { open: (finish: () => void) => void, close: () => void, progess: (progress: number) => void }) { App.gui.progess = param; }
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static OnProgess(param: { open: (param: ISceneParam, finish: () => void) => void, close: (param: ISceneParam) => void, progess: (param: ISceneParam, progress: number, time?: number) => void }) { App.gui.progess = param; }
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static async Requst<T>(config: IHttpConfig, params?: any, ext?: IExtData): Promise<{ code: number, data: T, msg: string }> {
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return new Promise<{ code: number, data: T, msg: string }>(async (originalResolve, originalReject) => {
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@@ -363,7 +363,7 @@ export class App {
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static async OpenScene(param: ISceneParam) {
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App.OpenBlockEvents(LayerType.LayerBlockEventsUI, true)
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await new Promise<void>(resolve => { App.gui.progess?.open?.(() => { resolve() }) })
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await new Promise<void>(resolve => { App.gui.progess?.open?.(param, () => { resolve() }) })
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//关闭所有窗口
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await App.CloseAll([LayerType.LayerUI, LayerType.LayerDialog, LayerType.LayerPopUp, LayerType.LayerGame])
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App.scenesParm.param = param
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@@ -51,7 +51,7 @@ declare global {
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function InitGameConfig(param: IInitConfig): Promise<void>;
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/**=====================================⚠️⚠️⚠️ 必须实现的监听======================= */
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/**监听:打开场景加载进度窗口 -open 回调方法需要执行 finish() 方法 */
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function OnProgess(param: { open: (finish: () => void) => void, close: () => void, progess: (progress: number, time?: number) => void })
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function OnProgess(param: { open: (param: ISceneParam, finish: () => void) => void, close: (param: ISceneParam) => void, progess: (param: ISceneParam, progress: number, time?: number) => void })
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/**监听:显示加载动画 -open 回调方法需要执行 finish() 方法 */
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function OnLoading(param: { open: (finish: () => void) => void, close: () => void })
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/**监听:是否打开网络接口重连窗口 -open 回调方法需要执行 finish() 方法 */
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