feat(task-0005): implement splash delay and loading progress with reactive properties
- Add SplashState delay timer using BootSettings.SplashDurationSeconds with cancellation support - Implement LoadState progress tracking via ReactiveProperty<float> with step-by-step updates - Update LoadingUIViewModel to accept and expose Progress reactive property - Connect LoadingUIView to ViewModel progress changes using UniRx subscriptions - Add CompositeDisposable for proper cleanup of UI subscriptions in Release() - Scale ProgressFill transform based on progress value for visual feedback Выполнена задача TASK-0005 и реализованы splash и loading состояния: - Добавлен таймер задержки в SplashState с использованием BootSettings.SplashDurationSeconds и поддержкой отмены - Реализован трекинг прогресса в LoadState через ReactiveProperty<float> со пошаговыми обновлениями - Обновлён LoadingUIViewModel для принятия и экспорта реактивного свойства Progress - Подключён LoadingUIView к изменениям прогресса ViewModel с использованием подписок UniRx - Добавлен CompositeDisposable для правильной очистки UI подписок в Release() - Масштабирование ProgressFill на основе значения прогресса для визуальной обратной связи
This commit is contained in:
@@ -323,7 +323,8 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children:
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- {fileID: 1000000205}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -339,6 +340,37 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: b2222222222222222222222222222222, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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<ProgressFill>k__BackingField: {fileID: 1000000205}
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--- !u!1 &1000000204
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1000000205}
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m_Layer: 0
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m_Name: LoadingProgressFill
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &1000000205
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1000000204}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 1000000202}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1000000301
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1,24 +1,49 @@
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using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using QuizPleaseTest.Boot.Settings;
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using QuizPleaseTest.Boot.UI;
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using QuizPleaseTest.Common.StateMachine;
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using UniRx;
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namespace QuizPleaseTest.Boot.States
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{
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public class LoadState : IState
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{
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private readonly LoadingUIView _view;
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private readonly BootSettings _settings;
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private readonly ReactiveProperty<float> _progress = new ReactiveProperty<float>(0f);
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public LoadState(LoadingUIView view)
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public IReadOnlyReactiveProperty<float> Progress => _progress;
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public LoadState(LoadingUIView view, BootSettings settings)
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{
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_view = view;
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_settings = settings;
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}
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public UniTask EnterAsync(CancellationToken ct)
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public async UniTask EnterAsync(CancellationToken ct)
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{
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_view.Bind(new LoadingUIViewModel());
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_progress.Value = 0f;
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_view.Bind(new LoadingUIViewModel(Progress));
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_view.Initialize();
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return UniTask.CompletedTask;
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int loadSteps = _settings.LoadSteps > 0 ? _settings.LoadSteps : 1;
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int stepDurationMs = _settings.LoadStepDurationMs > 0 ? _settings.LoadStepDurationMs : 0;
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try
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{
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for (int step = 1; step <= loadSteps; step++)
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{
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await UniTask.Delay(stepDurationMs, cancellationToken: ct);
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_progress.Value = (float)step / loadSteps;
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}
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}
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catch (OperationCanceledException) when (ct.IsCancellationRequested)
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{
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_view.Release();
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throw;
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}
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}
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public UniTask ExitAsync(CancellationToken ct)
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@@ -1,24 +1,39 @@
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using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using QuizPleaseTest.Boot.Settings;
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using QuizPleaseTest.Boot.UI;
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using QuizPleaseTest.Common.StateMachine;
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using UnityEngine;
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namespace QuizPleaseTest.Boot.States
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{
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public class SplashState : IState
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{
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private readonly SplashUIView _view;
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private readonly BootSettings _settings;
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public SplashState(SplashUIView view)
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public SplashState(SplashUIView view, BootSettings settings)
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{
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_view = view;
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_settings = settings;
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}
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public UniTask EnterAsync(CancellationToken ct)
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public async UniTask EnterAsync(CancellationToken ct)
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{
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_view.Bind(new SplashUIViewModel());
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_view.Initialize();
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return UniTask.CompletedTask;
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int delayMs = Mathf.Max(0, Mathf.RoundToInt(_settings.SplashDurationSeconds * 1000f));
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try
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{
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await UniTask.Delay(delayMs, cancellationToken: ct);
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}
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catch (OperationCanceledException) when (ct.IsCancellationRequested)
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{
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_view.Release();
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throw;
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}
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}
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public UniTask ExitAsync(CancellationToken ct)
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@@ -1,8 +1,45 @@
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using QuizPleaseTest.Common.UI;
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using UniRx;
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using UnityEngine;
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namespace QuizPleaseTest.Boot.UI
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{
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public class LoadingUIView : UIView<LoadingUIViewModel>
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{
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[field: SerializeField] public Transform ProgressFill { get; private set; }
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private CompositeDisposable _disposables;
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public override void Initialize()
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{
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base.Initialize();
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_disposables?.Dispose();
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_disposables = new CompositeDisposable();
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SetProgress(ViewModel.Progress.Value);
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ViewModel.Progress
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.Subscribe(SetProgress)
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.AddTo(_disposables);
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}
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public override void Release()
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{
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_disposables?.Dispose();
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_disposables = null;
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base.Release();
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}
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private void SetProgress(float progress)
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{
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if (ProgressFill == null)
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{
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return;
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}
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Vector3 scale = ProgressFill.localScale;
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scale.x = Mathf.Clamp01(progress);
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ProgressFill.localScale = scale;
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}
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}
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}
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@@ -1,8 +1,16 @@
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using System;
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using QuizPleaseTest.Common.UI;
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using UniRx;
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namespace QuizPleaseTest.Boot.UI
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{
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public class LoadingUIViewModel : IUIViewModel
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{
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public IReadOnlyReactiveProperty<float> Progress { get; }
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public LoadingUIViewModel(IReadOnlyReactiveProperty<float> progress)
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{
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Progress = progress ?? throw new ArgumentNullException(nameof(progress));
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}
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}
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}
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