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pick changes of scene addressable

/main/AdressableSceneStreaming/WithAutoStreaming
zhi.chen@unity3d.com 4 年前
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b80b3f14
共有 17 个文件被更改,包括 293 次插入12 次删除
  1. 14
      Assets/AddressableAssetsData/AddressableAssetSettings.asset
  2. 30
      Assets/Resources/AppManager.prefab
  3. 21
      Assets/Scripts/GameSystem/AppSettings.cs
  4. 8
      ProjectSettings/EditorBuildSettings.asset
  5. 6
      ProjectSettings/ProjectSettings.asset
  6. 44
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_demo_BundledAssetGroupSchema.asset
  7. 8
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_demo_BundledAssetGroupSchema.asset.meta
  8. 16
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_demo_ContentUpdateGroupSchema.asset
  9. 8
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_demo_ContentUpdateGroupSchema.asset.meta
  10. 44
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_level_BundledAssetGroupSchema.asset
  11. 8
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_level_BundledAssetGroupSchema.asset.meta
  12. 16
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_level_ContentUpdateGroupSchema.asset
  13. 8
      Assets/AddressableAssetsData/AssetGroups/Schemas/scene_level_ContentUpdateGroupSchema.asset.meta
  14. 29
      Assets/AddressableAssetsData/AssetGroups/scene_demo.asset
  15. 8
      Assets/AddressableAssetsData/AssetGroups/scene_demo.asset.meta
  16. 29
      Assets/AddressableAssetsData/AssetGroups/scene_level.asset
  17. 8
      Assets/AddressableAssetsData/AssetGroups/scene_level.asset.meta

14
Assets/AddressableAssetsData/AddressableAssetSettings.asset


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30
Assets/Resources/AppManager.prefab


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21
Assets/Scripts/GameSystem/AppSettings.cs


[ManagerDefaultPrefab("AppManager")]
public class AppSettings : Manager
{
public AssetReference mSceneLevelIsland;
public AssetReference mSceneDemoIsland;
public enum RenderRes
{
_Native,

public static void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
{
Debug.Log("Assets/Scripts/GameSystem/AppSettings.cs:183\n\tscenePath: " + scenePath);
LoadSceneByPath(scenePath, mode);
if (scenePath.Contains("demo_Island"))
{
Addressables.LoadSceneAsync(Instance.mSceneDemoIsland);
}
else if (scenePath.Contains("level_Island"))
{
Addressables.LoadSceneAsync(Instance.mSceneLevelIsland);
}
else
{
LoadSceneByPath(scenePath, mode);
}
Debug.Log("Assets/Scripts/GameSystem/AppSettings.cs:189\n\tscenePath: " + scenePath);
Application.backgroundLoadingPriority = ThreadPriority.Low;
switch (mode)
{

public static void LoadScene(int buildIndex, LoadSceneMode mode)
{
Debug.Log("Assets/Scripts/GameSystem/AppSettings.cs:206\n\tbuildIndex: " + buildIndex);
Application.backgroundLoadingPriority = ThreadPriority.Low;
switch (mode)
{

yield return loadingScreenLoading;
Instance.loadingScreenObject = loadingScreenLoading.Result;
DontDestroyOnLoad(Instance.loadingScreenObject);
Debug.Log($"loading scene {scene} at build index {SceneUtility.GetBuildIndexByScenePath(scene)}");
SceneManager.LoadScene(scene);
}

yield return loadingScreenLoading;
Instance.loadingScreenObject = loadingScreenLoading.Result;
DontDestroyOnLoad(Instance.loadingScreenObject);
Debug.Log($"loading scene {SceneUtility.GetScenePathByBuildIndex(scene)} at build index {scene}");
SceneManager.LoadScene(scene);
}

8
ProjectSettings/EditorBuildSettings.asset


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6
ProjectSettings/ProjectSettings.asset


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44
Assets/AddressableAssetsData/AssetGroups/Schemas/scene_demo_BundledAssetGroupSchema.asset


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