延迟问题解决

This commit is contained in:
Caiyanpeng committed 2021-11-09 11:37:10 +08:00
1 parent 9a545f00f4
commit 609e4dc367
23 files changed
+858 -446

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+30
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@@ -1,5 +1,6 @@
using Assets.Scenes.Ride.Scripts;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -10,10 +11,23 @@ namespace Assets.Scripts.Scenes
{
public abstract class BaseScene: MonoBehaviour
{
UnityEngine.Ping ping;
bool isNetWorkLose = false;
protected virtual void Awake()
{
Debug.Log("base scene awake");
Application.logMessageReceived += Application_logMessageReceived;
StopCoroutine("Ping");
StartCoroutine(Ping());
}
private IEnumerator Ping()
{
while (true)
{
ping = new Ping("47.97.84.8");
yield return new WaitForSeconds(1);
}
}
private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
@@ -48,5 +62,21 @@ namespace Assets.Scripts.Scenes
UIManager.InitNow();//重置当前时间
}
}
protected virtual void Update()
{
if (Application.internetReachability == NetworkReachability.NotReachable)
{
isNetWorkLose = true;
App.delayTime = -1;
}
else if (null != ping && ping.isDone)
{
isNetWorkLose = false;
App.delayTime = ping.time;
Debug.Log(App.delayTime);
ping.DestroyPing();
ping = null;
}
}
}
}
+3 -1
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@@ -1308,9 +1308,11 @@ public class LoginController : BaseScene
Utils.showToast(gameObject, res.errMsg);
}
}
// Update is called once per frame
void Update()
protected override void Update()
{
base.Update();
//Debug.Log($"{phone.isFocused}, ${pwd != null}, ${Input.GetKeyDown(KeyCode.Tab)}");
if (Input.GetKeyDown(KeyCode.Tab))
{
+2 -1
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@@ -117,8 +117,9 @@ public class MainController : BaseScene
float t = 1f;
float scanTicks = 0;
// Update is called once per frame
void Update()
protected override void Update()
{
base.Update();
if (App.canvasWidth != transform.GetComponent<RectTransform>().sizeDelta.x)
{
App.canvasWidth = transform.GetComponent<RectTransform>().sizeDelta.x;
@@ -220,8 +220,9 @@ public class CyclingController : DeviceServiceMonoBase
}
float timer = 1f;
bool clearLock = false;
private void Update()
protected override void Update()
{
base.Update();
//CamControl();
#if UNITY_IOS || UNITY_ANDROID
if (competitionId == 0 && singleUIManager != null)