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173 行
4.8 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// This class manages the scenes loading and unloading
/// </summary>
public class LocationLoader : MonoBehaviour
{
[Header("Initialization Scene")]
[SerializeField] private GameSceneSO _initializationScene = default;
[Header("Load on start")]
[SerializeField] private GameSceneSO[] _mainMenuScenes = default;
[Header("Loading Screen")]
[SerializeField] private GameObject _loadingInterface = default;
[SerializeField] private Image _loadingProgressBar = default;
[Header("Load Event")]
//The load event we are listening to
[SerializeField] private LoadEventChannelSO _loadEventChannel = default;
//List of the scenes to load and track progress
private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>();
//List of scenes to unload
private List<Scene> _ScenesToUnload = new List<Scene>();
//Keep track of the scene we want to set as active (for lighting/skybox)
private GameSceneSO _activeScene;
private void OnEnable()
{
_loadEventChannel.OnLoadingRequested += LoadScenes;
}
private void OnDisable()
{
_loadEventChannel.OnLoadingRequested -= LoadScenes;
}
private void Start()
{
if (SceneManager.GetActiveScene().name == _initializationScene.sceneName)
{
LoadMainMenu();
}
}
private void LoadMainMenu()
{
LoadScenes(_mainMenuScenes, false);
}
/// <summary> This function loads the scenes passed as array parameter </summary>
private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
{
//Add all current open scenes to unload list
AddScenesToUnload();
_activeScene = locationsToLoad[0];
for (int i = 0; i < locationsToLoad.Length; ++i)
{
String currentSceneName = locationsToLoad[i].sceneName;
if (!CheckLoadState(currentSceneName))
{
//Add the scene to the list of scenes to load asynchronously in the background
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive));
}
}
_scenesToLoadAsyncOperations[0].completed += SetActiveScene;
if (showLoadingScreen)
{
//Show the progress bar and track progress if loadScreen is true
_loadingInterface.SetActive(true);
StartCoroutine(TrackLoadingProgress());
}
else
{
//Clear the scenes to load
_scenesToLoadAsyncOperations.Clear();
}
//Unload the scenes
UnloadScenes();
}
private void SetActiveScene(AsyncOperation asyncOp)
{
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_activeScene.sceneName));
}
private void AddScenesToUnload()
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name != _initializationScene.sceneName)
{
Debug.Log("Added scene to unload = " + scene.name);
//Add the scene to the list of the scenes to unload
_ScenesToUnload.Add(scene);
}
}
}
private void UnloadScenes()
{
if (_ScenesToUnload != null)
{
for (int i = 0; i < _ScenesToUnload.Count; ++i)
{
//Unload the scene asynchronously in the background
SceneManager.UnloadSceneAsync(_ScenesToUnload[i]);
}
}
_ScenesToUnload.Clear();
}
/// <summary> This function checks if a scene is already loaded </summary>
private bool CheckLoadState(String sceneName)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
return true;
}
}
return false;
}
/// <summary> This function updates the loading progress once per frame until loading is complete </summary>
private IEnumerator TrackLoadingProgress()
{
float totalProgress = 0;
//When the scene reaches 0.9f, it means that it is loaded
//The remaining 0.1f are for the integration
while (totalProgress <= 0.9f)
{
//Reset the progress for the new values
totalProgress = 0;
//Iterate through all the scenes to load
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
Debug.Log("Scene" + i + " :" + _scenesToLoadAsyncOperations[i].isDone + "progress = " + _scenesToLoadAsyncOperations[i].progress);
//Adding the scene progress to the total progress
totalProgress += _scenesToLoadAsyncOperations[i].progress;
}
//The fillAmount for all scenes, so we devide the progress by the number of scenes to load
_loadingProgressBar.fillAmount = totalProgress / _scenesToLoadAsyncOperations.Count;
Debug.Log("progress bar" + _loadingProgressBar.fillAmount + "and value =" + totalProgress / _scenesToLoadAsyncOperations.Count);
yield return null;
}
//Clear the scenes to load
_scenesToLoadAsyncOperations.Clear();
//Hide progress bar when loading is done
_loadingInterface.SetActive(false);
}
private void ExitGame()
{
Application.Quit();
Debug.Log("Exit!");
}
}