这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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204 行
6.0 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// This class manages the scene loading and unloading.
/// Heavy on comments right now because it is still being worked on.
/// </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 Coroutine runningLoader = null;
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>
/// <param name="locationsToLoad"></param>
/// <param name="showLoadingScreen"></param>
private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
{
// Index 0 is the main scene to load and activate by default
_activeScene = locationsToLoad[0];
// Add all current open scenes to unload list
AddScenesToUnload();
// Unload the scenes
UnloadScenes();
if (showLoadingScreen)
{
// Show the progress bar and track progress if loadScreen is true
_loadingInterface.SetActive(true);
}
if(_scenesToLoadAsyncOperations.Count == 0)
{
for (int i = 0; i < locationsToLoad.Length; i++)
{
string currentSceneName = locationsToLoad[i].sceneName;
if (IsSceneLoaded(currentSceneName) == false)
{
//Add the scene to the list of scenes to load asynchronously in the background
if(runningLoader == null)
{
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive));
_scenesToLoadAsyncOperations[i].completed += SetActiveScene;
// TODO: Run a coroutine for each scene loading that updates a combined value
// for the progress bar. This way, as each scene completes loading, we will
// know what scene it is. Then decide if it activates right away or not.
// runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[i]));
}
}
}
if (_scenesToLoadAsyncOperations.Count > 0)
{
// TODO: locationsToLoad[0] is a place holder right now.
runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[0]));
}
}
}
/// <summary>
/// SetActiveScene(AsyncOperation asyncOp) is called by AsyncOperation.complete event.
/// </summary>
/// <param name="asyncOp"></param>
private void SetActiveScene(AsyncOperation asyncOp)
{
// TODO: As each event completes, decide if it needs to activate right away.
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 && scene.name != _activeScene.name)
{
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++)
{
SceneManager.UnloadSceneAsync(_scenesToUnload[i]);
}
_scenesToUnload.Clear();
}
}
/// <summary>
/// This function checks if a scene is already loaded
/// </summary>
/// <param name="sceneName"></param>
/// <returns>bool</returns>
private bool IsSceneLoaded(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>
/// <param name="sceneReference">This is a place holder for the moment</param>
/// <returns>IEnumerator</returns>
private IEnumerator TrackLoadingProgress(GameSceneSO sceneReference)
{
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();
runningLoader = null;
//Hide progress bar when loading is done
_loadingInterface.SetActive(false);
}
private void ExitGame()
{
Application.Quit();
Debug.Log("Exit!");
}
}