var t = require; var e = module; var i = exports; var s, o = (this && this.__awaiter) || function (t, n, r, l) { return new (r = r || Promise)(function (i, e) { function s(t) { try { a(l.next(t)); } catch (t) { e(t); } } function o(t) { try { a(l.throw(t)); } catch (t) { e(t); } } function a(t) { var e; t.done ? i(t.value) : ((e = t.value) instanceof r ? e : new r(function (t) { t(e); }) ).then(s, o); } a((l = l.apply(t, n || [])).next()); }); }; Object.defineProperty(i, "__esModule", {value: !0}), (i.LoadingConst = void 0); const a = t("App"), n = t("BaseController"), r = t("HotUpdate"), l = t("ViewConst"), h = (t("LayerManager"), t("SceneConst")); ((t = s = i.LoadingConst || (i.LoadingConst = {}))[(t.SetProgress = 0)] = "SetProgress"), (t[(t.AddProgressCompleteCB = 1)] = "AddProgressCompleteCB"), (t[(t.ProgressComplete = 2)] = "ProgressComplete"), (t[(t.SetIsShowBillBoard = 3)] = "SetIsShowBillBoard"), (i.default = class extends n.default { constructor() { super(), (this.completeCb = null), (this.completeTaget = null), (this.hotUPdate = null), a.default.DebugUtils.isOpen(!0), (this.loadProgress = { gameRes: {cur: 0, rate: 20}, gameZipRes: {cur: 0, rate: 20}, configAndLoadgame: {cur: 0, rate: 10}, preloadRes: {cur: 0, rate: 20}, syncData: {cur: 0, rate: 10}, allCnt: {cur: 0, rate: 0} }); let t = 0; for (const e in this.loadProgress) t += this.loadProgress[e].rate; (this.loadProgress.allCnt.rate = t), a.default.ViewManager.register(0, {prefabName: "LoadingView", zIndex: 0, controller: this}), a.default.ViewManager.register(6, { prefabName: "DebugUI", zIndex: 250, controller: this, isNotShowLoad: !0 }), a.default.ViewManager.register(13, {prefabName: "TipView", zIndex: 100, controller: this}), a.default.ViewManager.register(5, {prefabName: "ArchiveonMgrView", zIndex: 100, controller: this}), a.default.ViewManager.register(14, { prefabName: "TipView", zIndex: 250, isNotShowLoad: !0, controller: this }), this.registerFunc(s.SetProgress, this.setProgress, this), this.registerFunc(s.AddProgressCompleteCB, this.setProgress, this), this.registerFunc(s.ProgressComplete, this.onProgressComplete, this), a.default.ViewManager.open(0); } onProgressComplete() { this.completeCb && (this.completeCb.call(this.completeTaget), (this.completeTaget = this.completeCb = null)); } onGameStart() { a.default.DebugUtils.stop("加载时间", "开始进入场景"), a.default.SceneManager.runScene(h.SceneTag.GAME); } onAddProgressCompleteCB(t, e) { (this.completeCb = t), (this.completeTaget = e); } setProgress(t, e) { if (((this.loadProgress[e].cur = t), this.loadingView)) { let t = 0; for (var i in this.loadProgress) t += this.loadProgress[i].cur * this.loadProgress[i].rate; this.loadingView.onProgress(t / this.loadProgress.allCnt.rate); } } onLoadView(t) { return o(this, void 0, void 0, function* () { 0 === t.viewId && this.loadGame(t); }); } onOpenView(t) {} onCloseView(t) { return o(this, void 0, void 0, function* () { t.viewId === l.ViewConst.BillboardView && this.setProgress(1, "billbord"); }); } loadGame(t) { return o(this, void 0, void 0, function* () { (t = t || a.default.ViewManager.getView(0)), a.default.DebugUtils.start("加载时间"), this.onAddProgressCompleteCB(this.onGameStart, this), (this.loadingView = t), (this.hotUPdate = cc.director.getScene().getComponentInChildren(r.default)), this.loadingView.checkHot(), yield this.hotUPdate.checkUpdate((t, e, i) => { this.loadingView.onHotProgress(t, e, i); }), (a.default.GameDataMsr.tempData.isCheckUpdate = !0), Log.trace("开始加载本地存档数据!"), a.default.GameDataMsr.init(), cc.log("开始加载配置文件"), yield a.default.ConfigManager.loadAllConfig((t, e) => { this.setProgress(t / e, "configAndLoadgame"); }, this), Log.trace("初始化平台类!"), a.default.Platform.init(), Log.trace("开始跟服务器同步存档数据!"), a.default.DebugUtils.start("同步数据"), yield a.default.Platform.syncData().then(() => { this.setProgress(1, "syncData"); }), a.default.DebugUtils.stop("同步数据"), a.default.SaveManage.init(), a.default.DebugUtils.stop("加载时间", "开始加载压缩包"); let i = yield a.default.Platform.loadZipFile((t, e) => { this.setProgress(t / e, "gameZipRes"); }); a.default.DebugUtils.stop("加载时间", "加载压缩包完毕"), a.default.SceneManager.preLoadScene( h.SceneTag.GAME, (t, e) => { this.setProgress(t / e, "gameRes"), i || this.setProgress(t / e, "gameZipRes"); }, null ), Log.trace("开始检查是否需要更新每日数据!"), a.default.GameDataMsr.loadData(), a.default.SaveManage.checkIsNeedUpdateData(), this.setProgress(1, "preloadRes"), a.default.SaveManage.load(a.default.SoundManager.saveKey); }); } });