修复场景加载时设置自动激活 false 无效 #121

mlyDevMerge1.5.7
Kele 2023-06-27 15:56:39 +08:00 committed by QiJing
parent 90d8842f06
commit 6acf9f6302
6 changed files with 53 additions and 30 deletions

View File

@ -147,7 +147,7 @@ namespace YooAsset
/// <summary>
/// 加载场景
/// </summary>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, int priority)
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation ,int priority)
{
if (assetInfo.IsInvalid)
{
@ -168,9 +168,9 @@ namespace YooAsset
ProviderBase provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);

View File

@ -6,9 +6,10 @@ namespace YooAsset
{
private System.Action<SceneOperationHandle> _callback;
internal string PackageName { set; get; }
private ProviderBase _providerBase;
internal SceneOperationHandle(ProviderBase provider) : base(provider)
{
_providerBase = provider;
}
internal override void InvokeCallback()
{
@ -58,9 +59,23 @@ namespace YooAsset
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid() && SceneObject.isLoaded)
if (SceneObject.IsValid())
{
return SceneManager.SetActiveScene(SceneObject);
var isChangeState = false;
#if UNITY_EDITOR
if (_providerBase is DatabaseSceneProvider dsp)
{
dsp.AsyncOp.allowSceneActivation = true;
isChangeState = true;
}
#endif
if (_providerBase is BundledSceneProvider bsp)
{
bsp.AsyncOp.allowSceneActivation = true;
isChangeState = true;
}
return isChangeState;
}
else
{

View File

@ -11,13 +11,15 @@ namespace YooAsset
public readonly LoadSceneMode SceneMode;
private readonly string _sceneName;
private readonly int _priority;
private AsyncOperation _asyncOp;
private readonly bool _allowSceneActivation;
public AsyncOperation AsyncOp { private set; get; }
public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
{
SceneMode = sceneMode;
_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_priority = priority;
_allowSceneActivation = allowSceneActivation;
}
public override void Update()
{
@ -62,11 +64,11 @@ namespace YooAsset
if (Status == EStatus.Loading)
{
// 注意如果场景不存在则返回NULL
_asyncOp = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (_asyncOp != null)
AsyncOp = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (AsyncOp != null)
{
_asyncOp.allowSceneActivation = true;
_asyncOp.priority = _priority;
AsyncOp.allowSceneActivation = _allowSceneActivation;
AsyncOp.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
}
@ -82,8 +84,8 @@ namespace YooAsset
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
Progress = _asyncOp.progress;
if (_asyncOp.isDone)
Progress = AsyncOp.progress;
if (AsyncOp.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)

View File

@ -7,12 +7,14 @@ namespace YooAsset
{
public readonly LoadSceneMode SceneMode;
private readonly int _priority;
private AsyncOperation _asyncOp;
private readonly bool _allowSceneActivation;
public AsyncOperation AsyncOp { private set; get; }
public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
{
SceneMode = sceneMode;
_priority = priority;
_allowSceneActivation = allowSceneActivation;
}
public override void Update()
{
@ -52,11 +54,11 @@ namespace YooAsset
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
loadSceneParameters.loadSceneMode = SceneMode;
_asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (_asyncOp != null)
AsyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (AsyncOp != null)
{
_asyncOp.allowSceneActivation = true;
_asyncOp.priority = _priority;
AsyncOp.allowSceneActivation = _allowSceneActivation;
AsyncOp.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
}
@ -72,8 +74,8 @@ namespace YooAsset
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
Progress = _asyncOp.progress;
if (_asyncOp.isDone)
Progress = AsyncOp.progress;
if (AsyncOp.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)

View File

@ -455,12 +455,13 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="allowSceneActivation">场景加载后自动激活</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
return handle;
}
@ -469,11 +470,12 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="allowSceneActivation">场景加载后自动激活</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
{
DebugCheckInitialize();
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
return handle;
}
#endregion

View File

@ -128,11 +128,12 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="allowSceneActivation">场景加载后自动激活</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single,bool allowSceneActivation = true, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, priority);
return _defaultPackage.LoadSceneAsync(location, sceneMode, allowSceneActivation, priority);
}
/// <summary>
@ -140,11 +141,12 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="allowSceneActivation">场景加载后自动激活</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, priority);
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, allowSceneActivation, priority);
}
#endregion