Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Linq;
namespace GameplayIngredients.LevelStreaming
{
[ManagerDefaultPrefab("LevelStreamingManager")]
public class LevelStreamingManager : Manager
{
public enum StreamingAction
{
Load,
Unload
}
[Header("UI Configuration")]
public GameObject LoadingRoot;
public GameObject ProgressBar;
public GameObject ProgressBarContainer;
public Text LoadingText;
public Text PercentageText;
[Header("Behavior")]
[Min(0.0f)]
public float DelayBeforeLoad = 0.0f;
[Min(0.0f)]
public float DelayAfterLoad = 0.0f;
[Header("Debug")]
public Text DebugText;
public bool EnableDebug = false;
private float[] percentages;
private AsyncOperation[] asyncOperations;
public void LoadScenes(StreamingAction action, string[] scenes, string sceneToActivate, bool showUI, UnityEvent onLoadComplete)
{
if (EnableDebug)
DebugText.gameObject.SetActive(true);
List<string> requiredScenes = new List<string>();
foreach (string scene in scenes)
{
if (
(SceneManager.GetSceneByName(scene).isLoaded && action == StreamingAction.Unload)
|| (!SceneManager.GetSceneByName(scene).isLoaded && action == StreamingAction.Load)
)
{
requiredScenes.Add(scene);
}
}
int count = requiredScenes.Count;
percentages = new float[count];
asyncOperations = new AsyncOperation[count];
if (showUI)
LoadingRoot.SetActive(true);
if (count > 0)
StartCoroutine(LoadScenesCoroutine(action, requiredScenes, sceneToActivate, showUI, onLoadComplete));
else
{
Debug.LogWarning("Did not find any candidates to load or unload...");
if (onLoadComplete != null) onLoadComplete.Invoke();
if (showUI)
LoadingRoot.SetActive(false);
if (EnableDebug)
DebugText.gameObject.SetActive(false);
}
}
IEnumerator LoadScenesCoroutine(StreamingAction action, List<string> scenes, string sceneToActivate, bool showUI, UnityEvent onLoadComplete)
{
LogDebugInformation("START LOAD/UNLOAD FOR LEVELS...");
SetProgressBar(0.0f, true);
if(DelayBeforeLoad >= 0.0f)
yield return new WaitForSeconds(DelayBeforeLoad);
switch (action)
{
case StreamingAction.Load:
LogDebugInformation("[*] ASYNC LOAD FOR: " + scenes);
StartCoroutine(LoadLevelCoroutine(scenes));
break;
case StreamingAction.Unload:
LogDebugInformation("[*] ASYNC UNLOAD FOR: " + scenes);
StartCoroutine(UnloadLevelCoroutine(scenes));
break;
default: throw new NotImplementedException("LoadScenesCoroutine does not handle mode " + action.ToString());
}
// Wait for all scenes to be loaded
while (asyncOperations.Any(a => !a.isDone))
yield return new WaitForEndOfFrame();
// Then change active scene
if (sceneToActivate != "")
{
var newActive = SceneManager.GetSceneByName(sceneToActivate);
SceneManager.SetActiveScene(newActive);
yield return new WaitForEndOfFrame();
}
if(DelayAfterLoad >= 0.0f)
yield return new WaitForSeconds(DelayAfterLoad);
if (onLoadComplete != null)
onLoadComplete.Invoke();
if (showUI)
LoadingRoot.SetActive(false);
if (EnableDebug)
DebugText.gameObject.SetActive(false);
}
void UpdatePercentage()
{
for (int i = 0; i < asyncOperations.Length; i++)
percentages[i] = asyncOperations[i].progress;
float percentage = percentages.Sum() / percentages.Length;
SetProgressBar(percentage);
}
private IEnumerator LoadLevelCoroutine(List<string> sceneNames)
{
for (int i = 0; i < sceneNames.Count; i++)
{
asyncOperations[i] = SceneManager.LoadSceneAsync(sceneNames[i], LoadSceneMode.Additive);
asyncOperations[i].allowSceneActivation = false;
}
LoadingText.text = "Loading...";
while (asyncOperations.Any(a => a.progress < 0.9f))
{
UpdatePercentage();
yield return new WaitForEndOfFrame();
}
// Activate scenes
foreach (var a in asyncOperations)
a.allowSceneActivation = true;
LoadingText.text = "Starting...";
LogDebugInformation("All scenes loaded");
while (asyncOperations.Any(a => !a.isDone))
{
foreach (var a in asyncOperations)
Debug.Log("allowSceneActivation: " + a.allowSceneActivation);
UpdatePercentage();
yield return new WaitForEndOfFrame();
}
LogDebugInformation("All scenes activated");
}
private IEnumerator UnloadLevelCoroutine(List<string> sceneNames)
{
for (int i = 0; i < sceneNames.Count; i++)
{
if (!SceneManager.GetSceneByName(sceneNames[i]).isLoaded)
{
LogDebugInformation("SKIP UNLOAD: " + sceneNames + " (NOT LOADED)");
continue;
}
asyncOperations[i] = SceneManager.UnloadSceneAsync(sceneNames[i]);
asyncOperations[i].allowSceneActivation = false;
}
// Remove nulls
asyncOperations = asyncOperations.Where(a => a != null).ToArray();
LoadingText.text = "Unloading...";
while (asyncOperations.Any(a => a.progress < 1.0f))
{
UpdatePercentage();
yield return new WaitForEndOfFrame();
}
LogDebugInformation("Unloaded all scenes");
}
private float m_CurrentPercentage = 0.0f;
private float m_TargetPercentage = 0.0f;
private void SetProgressBar(float percentage, bool direct = false)
{
m_TargetPercentage = percentage;
if (direct)
m_CurrentPercentage = m_TargetPercentage;
}
public void Update()
{
// Smoothen bar
m_CurrentPercentage = Mathf.Lerp(m_CurrentPercentage, m_TargetPercentage, 10 * Time.deltaTime);
// Update UI
PercentageText.text = ((int)(m_CurrentPercentage * 100)) + "%";
ProgressBar.GetComponent<RectTransform>().localScale = new Vector2(m_CurrentPercentage, 1.0f);
//Debug
if (EnableDebug)
{
var sb = new System.Text.StringBuilder();
int count = SceneManager.sceneCount;
for (int i = 0; i < count; i++)
{
var s = SceneManager.GetSceneAt(i);
sb.AppendLine(string.Format("{0} : {1}", s.name, s.isLoaded ? "loaded" : "unloaded"));
}
DebugText.text = sb.ToString();
}
}
private void LogDebugInformation(string text)
{
if(EnableDebug)
Debug.Log(text);
}
}
}