mirror of https://github.com/tuyoogame/YooAsset
feat : add load scene sync method
parent
c01adad2a0
commit
81747462b1
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@ -37,6 +37,16 @@ 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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/// 等待异步执行完毕
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/// </summary>
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internal void WaitForAsyncComplete()
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{
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if (IsValidWithWarning == false)
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return;
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Provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// <summary>
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/// 场景名称
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/// 场景名称
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/// </summary>
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/// </summary>
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@ -171,5 +181,7 @@ namespace YooAsset
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return operation;
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return operation;
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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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}
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}
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@ -60,40 +60,60 @@ namespace YooAsset
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// 2. 加载场景
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// 2. 加载场景
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if (_steps == ESteps.Loading)
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if (_steps == ESteps.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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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (_asyncOperation != null)
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{
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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LoadSceneParameters parameters = new LoadSceneParameters(SceneMode);
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_asyncOperation.priority = 100;
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SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, parameters);
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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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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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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// 注意:如果场景不存在异步加载方法返回NULL
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YooLogger.Error(error);
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// 注意:即使是异步加载也要在当帧获取到场景对象
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InvokeCompletion(error, EOperationStatus.Failed);
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_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = 100;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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}
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else
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{
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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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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 (_steps == ESteps.Checking)
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if (_steps == ESteps.Checking)
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{
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{
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Progress = _asyncOperation.progress;
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if (_asyncOperation != null)
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if (_asyncOperation.isDone)
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{
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{
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if (SceneObject.IsValid())
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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// 场景加载无法强制异步转同步
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YooLogger.Error("The scene is loading asyn !");
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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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string error = $"The load scene is invalid : {MainAssetInfo.AssetPath}";
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Progress = _asyncOperation.progress;
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YooLogger.Error(error);
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if (_asyncOperation.isDone == false)
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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}
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}
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}
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if (SceneObject.IsValid())
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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else
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{
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string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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}
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}
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@ -57,41 +57,59 @@ namespace YooAsset
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// 2. 加载资源对象
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// 2. 加载资源对象
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if (_steps == ESteps.Loading)
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if (_steps == ESteps.Loading)
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{
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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loadSceneParameters.loadSceneMode = SceneMode;
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (_asyncOperation != null)
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{
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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_asyncOperation.priority = 100;
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SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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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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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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YooLogger.Error(error);
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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InvokeCompletion(error, EOperationStatus.Failed);
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = 100;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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}
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else
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{
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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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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 (_steps == ESteps.Checking)
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if (_steps == ESteps.Checking)
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{
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{
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Progress = _asyncOperation.progress;
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if (_asyncOperation != null)
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if (_asyncOperation.isDone)
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{
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{
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if (SceneObject.IsValid())
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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// 场景加载无法强制异步转同步
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YooLogger.Error("The scene is loading asyn !");
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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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string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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Progress = _asyncOperation.progress;
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YooLogger.Error(error);
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if (_asyncOperation.isDone == false)
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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}
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}
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}
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if (SceneObject.IsValid())
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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else
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{
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string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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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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@ -602,6 +602,29 @@ namespace YooAsset
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#endregion
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#endregion
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#region 场景加载
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#region 场景加载
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/// <summary>
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/// 同步加载场景
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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="sceneMode">场景加载模式</param>
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public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadSceneInternal(assetInfo, true, sceneMode, false, 0);
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}
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/// <summary>
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/// 同步加载场景
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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="sceneMode">场景加载模式</param>
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public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single)
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{
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DebugCheckInitialize();
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return LoadSceneInternal(assetInfo, true, sceneMode, false, 0);
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}
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/// <summary>
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/// <summary>
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/// 异步加载场景
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/// 异步加载场景
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/// </summary>
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/// </summary>
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@ -613,8 +636,7 @@ namespace YooAsset
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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 = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority);
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return handle;
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}
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}
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/// <summary>
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/// <summary>
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@ -627,7 +649,16 @@ namespace YooAsset
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
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{
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{
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DebugCheckInitialize();
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DebugCheckInitialize();
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return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority);
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}
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private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
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{
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DebugCheckAssetLoadMethod(nameof(LoadAssetAsync));
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DebugCheckAssetLoadType(assetInfo.AssetType);
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var handle = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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var handle = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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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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