parent
6acf9f6302
commit
7bc2159788
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@ -147,7 +147,7 @@ namespace YooAsset
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/// <summary>
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/// <summary>
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/// 加载场景
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/// 加载场景
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/// </summary>
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/// </summary>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation ,int priority)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
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{
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{
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if (assetInfo.IsInvalid)
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if (assetInfo.IsInvalid)
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{
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{
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@ -168,9 +168,9 @@ namespace YooAsset
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ProviderBase provider;
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ProviderBase provider;
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{
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{
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if (_simulationOnEditor)
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if (_simulationOnEditor)
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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else
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else
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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provider.InitSpawnDebugInfo();
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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_providerDic.Add(providerGUID, provider);
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@ -6,10 +6,9 @@ namespace YooAsset
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{
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{
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private System.Action<SceneOperationHandle> _callback;
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private System.Action<SceneOperationHandle> _callback;
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internal string PackageName { set; get; }
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internal string PackageName { set; get; }
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private ProviderBase _providerBase;
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internal SceneOperationHandle(ProviderBase provider) : base(provider)
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internal SceneOperationHandle(ProviderBase provider) : base(provider)
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{
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{
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_providerBase = provider;
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}
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}
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internal override void InvokeCallback()
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internal override void InvokeCallback()
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{
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{
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@ -59,23 +58,9 @@ namespace YooAsset
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if (IsValidWithWarning == false)
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if (IsValidWithWarning == false)
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return false;
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return false;
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if (SceneObject.IsValid())
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if (SceneObject.IsValid() && SceneObject.isLoaded)
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{
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{
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var isChangeState = false;
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return SceneManager.SetActiveScene(SceneObject);
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#if UNITY_EDITOR
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if (_providerBase is DatabaseSceneProvider dsp)
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{
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dsp.AsyncOp.allowSceneActivation = true;
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isChangeState = true;
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}
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#endif
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if (_providerBase is BundledSceneProvider bsp)
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{
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bsp.AsyncOp.allowSceneActivation = true;
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isChangeState = true;
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}
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return isChangeState;
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}
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}
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else
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else
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{
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{
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@ -84,6 +69,38 @@ namespace YooAsset
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}
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}
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspend()
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{
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if (IsValidWithWarning == false)
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return false;
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if (SceneObject.IsValid())
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{
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if (Provider is DatabaseSceneProvider)
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{
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var temp = Provider as DatabaseSceneProvider;
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return temp.UnSuspendLoad();
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}
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else if (Provider is BundledSceneProvider)
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{
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var temp = Provider as BundledSceneProvider;
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return temp.UnSuspendLoad();
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}
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else
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{
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throw new System.NotImplementedException();
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}
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}
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else
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{
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YooLogger.Warning($"Scene is invalid : {SceneObject.name}");
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return false;
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}
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}
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/// <summary>
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/// <summary>
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/// 是否为主场景
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/// 是否为主场景
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/// </summary>
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/// </summary>
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@ -10,16 +10,16 @@ namespace YooAsset
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{
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{
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public readonly LoadSceneMode SceneMode;
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public readonly LoadSceneMode SceneMode;
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private readonly string _sceneName;
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private readonly string _sceneName;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private readonly int _priority;
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private readonly bool _allowSceneActivation;
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private AsyncOperation _asyncOperation;
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public AsyncOperation AsyncOp { private set; get; }
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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{
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{
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SceneMode = sceneMode;
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SceneMode = sceneMode;
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_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoad = suspendLoad;
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_priority = priority;
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_priority = priority;
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_allowSceneActivation = allowSceneActivation;
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}
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}
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public override void Update()
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public override void Update()
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{
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{
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@ -64,11 +64,11 @@ namespace YooAsset
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if (Status == EStatus.Loading)
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if (Status == EStatus.Loading)
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{
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{
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// 注意:如果场景不存在则返回NULL
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// 注意:如果场景不存在则返回NULL
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AsyncOp = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (AsyncOp != null)
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if (_asyncOperation != null)
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{
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{
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AsyncOp.allowSceneActivation = _allowSceneActivation;
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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AsyncOp.priority = _priority;
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_asyncOperation.priority = _priority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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Status = EStatus.Checking;
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}
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}
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@ -84,8 +84,8 @@ namespace YooAsset
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// 3. 检测加载结果
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// 3. 检测加载结果
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if (Status == EStatus.Checking)
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if (Status == EStatus.Checking)
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{
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{
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Progress = AsyncOp.progress;
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Progress = _asyncOperation.progress;
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if (AsyncOp.isDone)
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if (_asyncOperation.isDone)
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{
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{
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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if (Status == EStatus.Failed)
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@ -97,5 +97,17 @@ namespace YooAsset
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspendLoad()
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{
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if (_asyncOperation == null)
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return false;
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_asyncOperation.allowSceneActivation = true;
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return true;
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}
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}
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}
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}
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}
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@ -6,15 +6,15 @@ namespace YooAsset
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internal sealed class DatabaseSceneProvider : ProviderBase
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internal sealed class DatabaseSceneProvider : ProviderBase
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{
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{
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public readonly LoadSceneMode SceneMode;
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public readonly LoadSceneMode SceneMode;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private readonly int _priority;
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private readonly bool _allowSceneActivation;
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private AsyncOperation _asyncOperation;
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public AsyncOperation AsyncOp { private set; get; }
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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{
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{
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SceneMode = sceneMode;
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SceneMode = sceneMode;
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_suspendLoad = suspendLoad;
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_priority = priority;
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_priority = priority;
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_allowSceneActivation = allowSceneActivation;
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}
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}
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public override void Update()
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public override void Update()
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{
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{
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@ -54,11 +54,11 @@ namespace YooAsset
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{
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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loadSceneParameters.loadSceneMode = SceneMode;
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loadSceneParameters.loadSceneMode = SceneMode;
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AsyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (AsyncOp != null)
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if (_asyncOperation != null)
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{
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{
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AsyncOp.allowSceneActivation = _allowSceneActivation;
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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AsyncOp.priority = _priority;
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_asyncOperation.priority = _priority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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Status = EStatus.Checking;
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}
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}
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// 3. 检测加载结果
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// 3. 检测加载结果
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if (Status == EStatus.Checking)
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if (Status == EStatus.Checking)
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{
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{
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Progress = AsyncOp.progress;
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Progress = _asyncOperation.progress;
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if (AsyncOp.isDone)
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if (_asyncOperation.isDone)
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{
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{
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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if (Status == EStatus.Failed)
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@ -88,5 +88,17 @@ namespace YooAsset
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}
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}
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#endif
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#endif
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspendLoad()
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{
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if (_asyncOperation == null)
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return false;
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_asyncOperation.allowSceneActivation = true;
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return true;
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}
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}
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}
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}
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}
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/// </summary>
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="allowSceneActivation">场景加载后自动激活</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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{
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DebugCheckInitialize();
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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return handle;
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return handle;
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}
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}
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@ -470,12 +470,12 @@ namespace YooAsset
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/// </summary>
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="allowSceneActivation">场景加载后自动激活</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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{
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DebugCheckInitialize();
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DebugCheckInitialize();
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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return handle;
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return handle;
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}
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}
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#endregion
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#endregion
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@ -727,7 +727,7 @@ namespace YooAsset
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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return LoadAllAssetsInternal(assetInfo, false);
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return LoadAllAssetsInternal(assetInfo, false);
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}
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}
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private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
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private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
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{
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{
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@ -128,12 +128,12 @@ namespace YooAsset
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/// </summary>
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="allowSceneActivation">场景加载后自动激活</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single,bool allowSceneActivation = true, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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{
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DebugCheckDefaultPackageValid();
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(location, sceneMode, allowSceneActivation, priority);
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return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
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}
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}
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/// <summary>
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/// <summary>
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@ -141,12 +141,12 @@ namespace YooAsset
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/// </summary>
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="allowSceneActivation">场景加载后自动激活</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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{
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DebugCheckDefaultPackageValid();
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, allowSceneActivation, priority);
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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}
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}
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#endregion
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#endregion
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