mirror of https://github.com/tuyoogame/YooAsset
parent
f54c8d6da4
commit
19c46a2f60
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@ -169,7 +169,7 @@ 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 activateOnLoad, int priority)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, 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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@ -190,9 +190,9 @@ 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, activateOnLoad, priority);
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
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else
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else
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, 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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@ -3,7 +3,7 @@
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namespace YooAsset
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namespace YooAsset
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{
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{
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public class SceneOperationHandle : OperationHandleBase
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public class SceneOperationHandle : OperationHandleBase
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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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@ -51,7 +51,7 @@ namespace YooAsset
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}
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}
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/// <summary>
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/// <summary>
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/// 激活场景
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/// 激活场景(当同时存在多个场景时用于切换激活场景)
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/// </summary>
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/// </summary>
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public bool ActivateScene()
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public bool ActivateScene()
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{
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{
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@ -10,15 +10,13 @@ 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 _activateOnLoad;
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private readonly int _priority;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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private AsyncOperation _asyncOp;
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority) : base(impl, providerGUID, assetInfo)
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, 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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_activateOnLoad = activateOnLoad;
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_priority = priority;
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_priority = priority;
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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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@ -87,9 +85,6 @@ namespace YooAsset
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Progress = _asyncOp.progress;
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Progress = _asyncOp.progress;
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if (_asyncOp.isDone)
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if (_asyncOp.isDone)
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{
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{
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if (SceneObject.IsValid() && _activateOnLoad)
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SceneManager.SetActiveScene(SceneObject);
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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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{
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{
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@ -6,14 +6,12 @@ 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 _activateOnLoad;
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private readonly int _priority;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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private AsyncOperation _asyncOp;
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority) : base(impl, providerGUID, assetInfo)
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, 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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_activateOnLoad = activateOnLoad;
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_priority = priority;
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_priority = priority;
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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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@ -76,10 +74,7 @@ namespace YooAsset
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{
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{
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Progress = _asyncOp.progress;
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Progress = _asyncOp.progress;
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if (_asyncOp.isDone)
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if (_asyncOp.isDone)
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{
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{
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if (SceneObject.IsValid() && _activateOnLoad)
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SceneManager.SetActiveScene(SceneObject);
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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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{
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{
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@ -455,13 +455,12 @@ 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="activateOnLoad">加载完毕时是否主动激活</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 activateOnLoad = true, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, 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, activateOnLoad, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, 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 +469,11 @@ 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="activateOnLoad">加载完毕时是否主动激活</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 activateOnLoad = true, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, 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, activateOnLoad, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, 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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@ -128,12 +128,11 @@ 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="activateOnLoad">加载完毕时是否主动激活</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 activateOnLoad = true, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, 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, activateOnLoad, priority);
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return _defaultPackage.LoadSceneAsync(location, sceneMode, 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 +140,11 @@ 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="activateOnLoad">加载完毕时是否主动激活</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 activateOnLoad = true, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, 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, activateOnLoad, priority);
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, priority);
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}
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}
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#endregion
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#endregion
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