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220 行
6.1 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// This class manages the scene loading and unloading.
/// </summary>
public class SceneLoader : MonoBehaviour
{
[Header("Persistent Manager Scene")]
[SerializeField] private GameSceneSO _persistentManagersScene = default;
[Header("Gameplay Scene")]
[SerializeField] private GameSceneSO _gameplayScene = default;
[Header("Load Events")]
//The location load event we are listening to
[SerializeField] private LoadEventChannelSO _loadLocation = default;
//The menu load event we are listening to
[SerializeField] private LoadEventChannelSO _loadMenu = default;
[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _ToggleLoadingScreen = default;
[SerializeField] private VoidEventChannelSO _OnSceneReady = default;
private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>();
private List<Scene> _scenesToUnload = new List<Scene>();
private GameSceneSO _activeScene; // The scene we want to set as active (for lighting/skybox)
private List<GameSceneSO> _persistentScenes = new List<GameSceneSO>(); //Scenes to keep loaded when a load event is raised
private void OnEnable()
{
if (_loadLocation != null)
{
_loadLocation.OnLoadingRequested += LoadLocation;
}
if (_loadMenu != null)
{
_loadMenu.OnLoadingRequested += LoadMenu;
}
}
private void OnDisable()
{
if (_loadLocation != null)
{
_loadLocation.OnLoadingRequested -= LoadLocation;
}
if (_loadMenu != null)
{
_loadMenu.OnLoadingRequested -= LoadMenu;
}
}
/// <summary>
/// This function loads the location scenes passed as array parameter
/// </summary>
/// <param name="locationsToLoad"></param>
/// <param name="showLoadingScreen"></param>
private void LoadLocation(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
{
//When loading a location, we want to keep the persistent managers and gameplay scenes loaded
_persistentScenes.Add(_persistentManagersScene);
_persistentScenes.Add(_gameplayScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(locationsToLoad, showLoadingScreen);
}
/// <summary>
/// This function loads the menu scenes passed as array parameter
/// </summary>
/// <param name="MenuToLoad"></param>
/// <param name="showLoadingScreen"></param>
private void LoadMenu(GameSceneSO[] MenuToLoad, bool showLoadingScreen)
{
//When loading a menu, we only want to keep the persistent managers scene loaded
_persistentScenes.Add(_persistentManagersScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(MenuToLoad, showLoadingScreen);
}
private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
{
//Take the first scene in the array as the scene we want to set active
_activeScene = locationsToLoad[0];
UnloadScenes();
if (showLoadingScreen)
{
_ToggleLoadingScreen.RaiseEvent(true);
}
if (_scenesToLoadAsyncOperations.Count == 0)
{
for (int i = 0; i < locationsToLoad.Length; i++)
{
string currentScenePath = locationsToLoad[i].scenePath;
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
}
}
//Checks if any of the persistent scenes is not loaded yet and load it if unloaded
//This is especially useful when we go from main menu to first location
for (int i = 0; i < _persistentScenes.Count; ++i)
{
if (IsSceneLoaded(_persistentScenes[i].scenePath) == false)
{
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(_persistentScenes[i].scenePath, LoadSceneMode.Additive));
}
}
StartCoroutine(WaitForLoading(showLoadingScreen));
}
private IEnumerator WaitForLoading(bool showLoadingScreen)
{
bool _loadingDone = false;
// Wait until all scenes are loaded
while (!_loadingDone)
{
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
if (!_scenesToLoadAsyncOperations[i].isDone)
{
break;
}
else
{
_loadingDone = true;
_scenesToLoadAsyncOperations.Clear();
_persistentScenes.Clear();
}
}
yield return null;
}
//Set the active scene
SetActiveScene();
if (showLoadingScreen)
{
//Raise event to disable loading screen
_ToggleLoadingScreen.RaiseEvent(false);
}
}
/// <summary>
/// This function is called when all the scenes have been loaded
/// </summary>
private void SetActiveScene()
{
SceneManager.SetActiveScene(SceneManager.GetSceneByPath(_activeScene.scenePath));
// Will reconstruct LightProbe tetrahedrons to include the probes from the newly-loaded scene
LightProbes.TetrahedralizeAsync();
//Raise the event to inform that the scene is loaded and set active
_OnSceneReady.RaiseEvent();
}
private void AddScenesToUnload(List<GameSceneSO> persistentScenes)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
string scenePath = scene.path;
for (int j = 0; j < persistentScenes.Count; ++j)
{
if (scenePath != persistentScenes[j].scenePath)
{
//Check if we reached the last persistent scenes check
if (j == persistentScenes.Count - 1)
{
//If the scene is not one of the persistent scenes, we add it to the scenes to unload
_scenesToUnload.Add(scene);
}
}
else
{
//We move the next scene check as soon as we find that the scene is one of the persistent scenes
break;
}
}
}
}
private void UnloadScenes()
{
if (_scenesToUnload != null)
{
for (int i = 0; i < _scenesToUnload.Count; ++i)
{
SceneManager.UnloadSceneAsync(_scenesToUnload[i]);
}
_scenesToUnload.Clear();
}
}
/// <summary>
/// This function checks if a scene is already loaded
/// </summary>
/// <param name="scenePath"></param>
/// <returns>bool</returns>
private bool IsSceneLoaded(string scenePath)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.path == scenePath)
{
return true;
}
}
return false;
}
private void ExitGame()
{
Application.Quit();
Debug.Log("Exit!");
}
}