YooAsset/Assets/YooAsset/Runtime/ResourceManager/Operation/UnloadSceneOperation.cs

100 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
/// <summary>
/// 场景卸载异步操作类
/// </summary>
public sealed class UnloadSceneOperation : AsyncOperationBase
{
private enum ESteps
{
None,
CheckError,
PrepareDone,
UnLoadScene,
Checking,
Done,
}
private ESteps _steps = ESteps.None;
private readonly string _error;
private readonly ProviderBase _provider;
private AsyncOperation _asyncOp;
internal UnloadSceneOperation(string error)
{
_error = error;
}
internal UnloadSceneOperation(ProviderBase provider)
{
_error = null;
_provider = provider;
}
internal override void InternalOnStart()
{
_steps = ESteps.CheckError;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.CheckError)
{
if (string.IsNullOrEmpty(_error) == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _error;
return;
}
_steps = ESteps.PrepareDone;
}
if(_steps == ESteps.PrepareDone)
{
if (_provider.IsDone == false)
return;
if (_provider.SceneObject.IsValid() == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is invalid !";
return;
}
if (_provider.SceneObject.isLoaded == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is not loaded !";
return;
}
_steps = ESteps.UnLoadScene;
}
if (_steps == ESteps.UnLoadScene)
{
_asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
_provider.ResourceMgr.UnloadSubScene(_provider.SceneName);
_provider.ResourceMgr.TryUnloadUnusedAsset(_provider.MainAssetInfo);
_steps = ESteps.Checking;
}
if (_steps == ESteps.Checking)
{
Progress = _asyncOp.progress;
if (_asyncOp.isDone == false)
return;
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}