在此项目中,您能够访问使用 Visual Effect Graph 制作的示例场景和效果。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SampleLoader : MonoBehaviour
{
[Header("Loading")]
public Image FullScreenBlack;
public Text SceneNameText;
public string ChangeButtonName = "Submit";
public float SceneChangeDuration = 60.0f;
[Min(0.002f)]
public float fadeDuration = 2.0f;
[Header("Debug")]
public GameObject DebugRoot;
public Text FramerateText;
int next = 0;
bool fading;
bool loading;
float fadeTTL;
// Start is called before the first frame update
void Start()
{
if (SceneManager.sceneCountInBuildSettings > 1)
StartCoroutine(LoadScene(0));
}
void UpdateDebug()
{
if (FramerateText == null)
return;
FramerateText.text = (1.0f / GetSmoothDeltaTime()).ToString("F1");
}
Queue<float> deltaTimeSamples = new Queue<float>();
const float smoothDeltaTimePeriod = 0.5f;
float GetSmoothDeltaTime()
{
float time = Time.unscaledTime;
deltaTimeSamples.Enqueue(time);
if(deltaTimeSamples.Count > 1)
{
float startTime = deltaTimeSamples.Peek();
float delta = time - startTime;
float smoothDelta = delta / deltaTimeSamples.Count;
if (delta > smoothDeltaTimePeriod)
deltaTimeSamples.Dequeue();
return smoothDelta;
}
else
return Time.unscaledDeltaTime;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
if (Input.GetKeyDown(KeyCode.F12) && DebugRoot != null)
DebugRoot.SetActive(!DebugRoot.activeSelf);
UpdateDebug();
fadeTTL -= Time.unscaledDeltaTime;
if (Input.anyKey || Input.GetAxis("Horizontal") != 0.0f || Input.GetAxis("Vertical") != 0.0f)
fadeTTL = SceneChangeDuration;
if (!loading && (Input.GetButton(ChangeButtonName) || Input.touchCount != 0 || (fadeTTL < 0.0f)))
{
int current = next;
next = (next + 1) % (SceneManager.sceneCountInBuildSettings - 1);
if(next != current)
StartCoroutine(LoadScene(current, next));
}
}
IEnumerator LoadScene(params int[] scene)
{
loading = true;
int sceneToUnload = -1, sceneToLoad;
if(scene.Length == 1)
{
sceneToLoad = scene[0];
}
else
{
sceneToUnload = scene[0];
sceneToLoad = scene[1];
}
if(scene.Length == 2) // Need to unload
{
StartCoroutine(FadeInCoroutine());
while (fading)
yield return new WaitForEndOfFrame();
AsyncOperation unload = SceneManager.UnloadSceneAsync(sceneToUnload+1);
while (!unload.isDone)
yield return new WaitForEndOfFrame();
}
SceneNameText.text = "";
AsyncOperation load = SceneManager.LoadSceneAsync(sceneToLoad+1, LoadSceneMode.Additive);
while (!load.isDone)
yield return new WaitForEndOfFrame();
SceneNameText.text = SceneManager.GetSceneAt(1).name;
StartCoroutine(FadeOutCoroutine());
while (fading)
yield return new WaitForEndOfFrame();
loading = false;
fadeTTL = SceneChangeDuration;
yield return null;
}
IEnumerator FadeInCoroutine()
{
fading = true;
float alpha = 0.0f;
while(alpha <= 1.0f)
{
alpha += Time.unscaledDeltaTime / fadeDuration;
var color = FullScreenBlack.color;
color.a = Mathf.Clamp01(alpha);
FullScreenBlack.color = color;
yield return new WaitForEndOfFrame();
}
fading = false;
yield return null;
}
IEnumerator FadeOutCoroutine()
{
fading = true;
float alpha = 1.0f;
while (alpha >= 0.0f)
{
alpha -= Time.unscaledDeltaTime / fadeDuration;
var color = FullScreenBlack.color;
color.a = Mathf.Clamp01(alpha);
FullScreenBlack.color = color;
yield return new WaitForEndOfFrame();
}
fading = false;
yield return null;
}
}