81 lines
2.0 KiB
C#
81 lines
2.0 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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internal sealed class DatabaseSceneProvider : ProviderBase
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{
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public readonly LoadSceneMode SceneMode;
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private readonly bool _activateOnLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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public override float Progress
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{
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get
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{
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if (_asyncOp == null)
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return 0;
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return _asyncOp.progress;
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}
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}
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public DatabaseSceneProvider(string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority) : base(providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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_activateOnLoad = activateOnLoad;
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_priority = priority;
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}
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public override void Update()
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{
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#if UNITY_EDITOR
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if (IsDone)
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return;
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if (Status == EStatus.None)
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{
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Status = EStatus.Loading;
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}
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// 1. 加载资源对象
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if (Status == EStatus.Loading)
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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loadSceneParameters.loadSceneMode = SceneMode;
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_asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (_asyncOp != null)
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{
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_asyncOp.allowSceneActivation = true;
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_asyncOp.priority = _priority;
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Status = EStatus.Checking;
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}
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else
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{
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Status = EStatus.Fail;
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LastError = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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}
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}
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// 2. 检测加载结果
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if (Status == EStatus.Checking)
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{
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if (_asyncOp.isDone)
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{
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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if (SceneObject.IsValid() && _activateOnLoad)
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SceneManager.SetActiveScene(SceneObject);
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Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
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if (Status == EStatus.Fail)
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{
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LastError = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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}
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InvokeCompletion();
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}
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}
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#endif
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}
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}
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} |