update runtime code

新增了场景加载参数suspendLoad
pull/134/head
hevinci 2023-06-27 17:33:04 +08:00
parent d9c4e5336b
commit 43c40e4bbe
6 changed files with 95 additions and 54 deletions

View File

@ -169,7 +169,7 @@ namespace YooAsset
/// <summary>
/// 加载场景
/// </summary>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation ,int priority)
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
{
if (assetInfo.IsInvalid)
{
@ -190,9 +190,9 @@ namespace YooAsset
ProviderBase provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode,allowSceneActivation, priority);
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);

View File

@ -6,10 +6,9 @@ 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()
{
@ -59,23 +58,9 @@ namespace YooAsset
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid())
if (SceneObject.IsValid() && SceneObject.isLoaded)
{
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;
return SceneManager.SetActiveScene(SceneObject);
}
else
{
@ -84,6 +69,38 @@ namespace YooAsset
}
}
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspend()
{
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid())
{
if (Provider is DatabaseSceneProvider)
{
var temp = Provider as DatabaseSceneProvider;
return temp.UnSuspendLoad();
}
else if (Provider is BundledSceneProvider)
{
var temp = Provider as BundledSceneProvider;
return temp.UnSuspendLoad();
}
else
{
throw new System.NotImplementedException();
}
}
else
{
YooLogger.Warning($"Scene is invalid : {SceneObject.name}");
return false;
}
}
/// <summary>
/// 是否为主场景
/// </summary>

View File

@ -10,16 +10,16 @@ namespace YooAsset
{
public readonly LoadSceneMode SceneMode;
private readonly string _sceneName;
private readonly bool _suspendLoad;
private readonly int _priority;
private readonly bool _allowSceneActivation;
public AsyncOperation AsyncOp { private set; get; }
private AsyncOperation _asyncOperation;
public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
{
SceneMode = sceneMode;
_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoad = suspendLoad;
_priority = priority;
_allowSceneActivation = allowSceneActivation;
}
public override void Update()
{
@ -64,11 +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)
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (_asyncOperation != null)
{
AsyncOp.allowSceneActivation = _allowSceneActivation;
AsyncOp.priority = _priority;
_asyncOperation.allowSceneActivation = !_suspendLoad;
_asyncOperation.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
}
@ -84,8 +84,8 @@ namespace YooAsset
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
Progress = AsyncOp.progress;
if (AsyncOp.isDone)
Progress = _asyncOperation.progress;
if (_asyncOperation.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)
@ -97,5 +97,17 @@ namespace YooAsset
}
}
}
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspendLoad()
{
if (_asyncOperation == null)
return false;
_asyncOperation.allowSceneActivation = true;
return true;
}
}
}

View File

@ -6,15 +6,15 @@ namespace YooAsset
internal sealed class DatabaseSceneProvider : ProviderBase
{
public readonly LoadSceneMode SceneMode;
private readonly bool _suspendLoad;
private readonly int _priority;
private readonly bool _allowSceneActivation;
public AsyncOperation AsyncOp { private set; get; }
private AsyncOperation _asyncOperation;
public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool allowSceneActivation, int priority) : base(impl, providerGUID, assetInfo)
public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
{
SceneMode = sceneMode;
_suspendLoad = suspendLoad;
_priority = priority;
_allowSceneActivation = allowSceneActivation;
}
public override void Update()
{
@ -54,11 +54,11 @@ namespace YooAsset
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
loadSceneParameters.loadSceneMode = SceneMode;
AsyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (AsyncOp != null)
_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (_asyncOperation != null)
{
AsyncOp.allowSceneActivation = _allowSceneActivation;
AsyncOp.priority = _priority;
_asyncOperation.allowSceneActivation = !_suspendLoad;
_asyncOperation.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
}
@ -74,8 +74,8 @@ namespace YooAsset
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
Progress = AsyncOp.progress;
if (AsyncOp.isDone)
Progress = _asyncOperation.progress;
if (_asyncOperation.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)
@ -88,5 +88,17 @@ namespace YooAsset
}
#endif
}
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspendLoad()
{
if (_asyncOperation == null)
return false;
_asyncOperation.allowSceneActivation = true;
return true;
}
}
}

View File

@ -455,13 +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="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
return handle;
}
@ -470,12 +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="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckInitialize();
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode,allowSceneActivation, priority);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
return handle;
}
#endregion
@ -727,7 +727,7 @@ namespace YooAsset
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false);
}
private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{

View File

@ -128,12 +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="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single,bool allowSceneActivation = true, int priority = 100)
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, allowSceneActivation, priority);
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
}
/// <summary>
@ -141,12 +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="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool allowSceneActivation = true, int priority = 100)
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, allowSceneActivation, priority);
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
}
#endregion