diff --git a/Assets/YooAsset/Runtime/ResourceManager/Provider/BundledSceneProvider.cs b/Assets/YooAsset/Runtime/ResourceManager/Provider/BundledSceneProvider.cs index 4d08889..ff156ae 100644 --- a/Assets/YooAsset/Runtime/ResourceManager/Provider/BundledSceneProvider.cs +++ b/Assets/YooAsset/Runtime/ResourceManager/Provider/BundledSceneProvider.cs @@ -8,14 +8,24 @@ namespace YooAsset { internal sealed class BundledSceneProvider : ProviderOperation { - public LoadSceneMode SceneMode => LoadSceneParams.loadSceneMode; public readonly LoadSceneParameters LoadSceneParams; private AsyncOperation _asyncOperation; private bool _suspendLoadMode; - public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, LocalPhysicsMode physicsMode = default) : base(manager, providerGUID, assetInfo) + /// + /// 场景加载模式 + /// + public LoadSceneMode SceneMode { - LoadSceneParams = new LoadSceneParameters(sceneMode, physicsMode); + get + { + return LoadSceneParams.loadSceneMode; + } + } + + public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad) : base(manager, providerGUID, assetInfo) + { + LoadSceneParams = loadSceneParams; SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath); _suspendLoadMode = suspendLoad; } diff --git a/Assets/YooAsset/Runtime/ResourceManager/Provider/DatabaseSceneProvider.cs b/Assets/YooAsset/Runtime/ResourceManager/Provider/DatabaseSceneProvider.cs index c3e2960..85e81bd 100644 --- a/Assets/YooAsset/Runtime/ResourceManager/Provider/DatabaseSceneProvider.cs +++ b/Assets/YooAsset/Runtime/ResourceManager/Provider/DatabaseSceneProvider.cs @@ -8,14 +8,24 @@ namespace YooAsset { internal sealed class DatabaseSceneProvider : ProviderOperation { - public LoadSceneMode SceneMode => LoadSceneParams.loadSceneMode; - public readonly LoadSceneParameters LoadSceneParams; - private bool _suspendLoadMode; + public readonly LoadSceneParameters LoadSceneParams; private AsyncOperation _asyncOperation; + private bool _suspendLoadMode; - public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, LocalPhysicsMode physicsMode = default) : base(manager, providerGUID, assetInfo) + /// + /// 场景加载模式 + /// + public LoadSceneMode SceneMode { - LoadSceneParams = new LoadSceneParameters(sceneMode, physicsMode); + get + { + return LoadSceneParams.loadSceneMode; + } + } + + public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad) : base(manager, providerGUID, assetInfo) + { + LoadSceneParams = loadSceneParams; SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath); _suspendLoadMode = suspendLoad; } diff --git a/Assets/YooAsset/Runtime/ResourceManager/ResourceManager.cs b/Assets/YooAsset/Runtime/ResourceManager/ResourceManager.cs index bcd1493..894e765 100644 --- a/Assets/YooAsset/Runtime/ResourceManager/ResourceManager.cs +++ b/Assets/YooAsset/Runtime/ResourceManager/ResourceManager.cs @@ -86,7 +86,7 @@ namespace YooAsset /// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。 /// 注意:业务逻辑层应该避免同时加载一个子场景。 /// - public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority, LocalPhysicsMode physicsMode = default) + public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad, uint priority) { if (assetInfo.IsInvalid) { @@ -97,7 +97,7 @@ namespace YooAsset } // 如果加载的是主场景,则卸载所有缓存的场景 - if (sceneMode == LoadSceneMode.Single) + if (loadSceneParams.loadSceneMode == LoadSceneMode.Single) { UnloadAllScene(); } @@ -107,9 +107,9 @@ namespace YooAsset ProviderOperation provider; { if (_simulationOnEditor) - provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode); + provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad); else - provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode); + provider = new BundledSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad); provider.InitSpawnDebugInfo(); _providerDic.Add(providerGUID, provider); OperationSystem.StartOperation(PackageName, provider); diff --git a/Assets/YooAsset/Runtime/ResourcePackage/ResourcePackage.cs b/Assets/YooAsset/Runtime/ResourcePackage/ResourcePackage.cs index 72f052f..08e1bec 100644 --- a/Assets/YooAsset/Runtime/ResourcePackage/ResourcePackage.cs +++ b/Assets/YooAsset/Runtime/ResourcePackage/ResourcePackage.cs @@ -486,11 +486,11 @@ namespace YooAsset /// /// 场景的定位地址 /// 场景加载模式 - public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default) + public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); - return LoadSceneInternal(assetInfo, true, sceneMode, false, 0, physicsMode); + return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0); } /// @@ -498,10 +498,10 @@ namespace YooAsset /// /// 场景的资源信息 /// 场景加载模式 - public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default) + public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckInitialize(); - return LoadSceneInternal(assetInfo, true, sceneMode, false, 0, physicsMode); + return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0); } /// @@ -511,11 +511,11 @@ namespace YooAsset /// 场景加载模式 /// 场景加载到90%自动挂起 /// 加载的优先级 - public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0, LocalPhysicsMode physicsMode = default) + public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); - return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority, physicsMode); + return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority); } /// @@ -525,16 +525,17 @@ namespace YooAsset /// 场景加载模式 /// 场景加载到90%自动挂起 /// 加载的优先级 - public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0, LocalPhysicsMode physicsMode = default) + public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0) { DebugCheckInitialize(); - return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority, physicsMode); + return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority); } - private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority, LocalPhysicsMode physicsMode = default) + private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority) { DebugCheckAssetLoadType(assetInfo.AssetType); - var handle = _resourceManager.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority, physicsMode); + var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode); + var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; diff --git a/Assets/YooAsset/Runtime/YooAssetsExtension.cs b/Assets/YooAsset/Runtime/YooAssetsExtension.cs index 533df04..731e6cf 100644 --- a/Assets/YooAsset/Runtime/YooAssetsExtension.cs +++ b/Assets/YooAsset/Runtime/YooAssetsExtension.cs @@ -161,7 +161,7 @@ namespace YooAsset /// /// 场景的定位地址 /// 场景加载模式 - public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default) + public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckDefaultPackageValid(); return _defaultPackage.LoadSceneSync(location, sceneMode, physicsMode); @@ -172,7 +172,7 @@ namespace YooAsset /// /// 场景的资源信息 /// 场景加载模式 - public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default) + public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckDefaultPackageValid(); return _defaultPackage.LoadSceneSync(assetInfo, sceneMode, physicsMode); @@ -185,10 +185,10 @@ namespace YooAsset /// 场景加载模式 /// 场景加载到90%自动挂起 /// 优先级 - public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100, LocalPhysicsMode physicsMode = default) + public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100) { DebugCheckDefaultPackageValid(); - return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority, physicsMode); + return _defaultPackage.LoadSceneAsync(location, sceneMode, physicsMode, suspendLoad, priority); } /// @@ -198,10 +198,10 @@ namespace YooAsset /// 场景加载模式 /// 场景加载到90%自动挂起 /// 优先级 - public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100, LocalPhysicsMode physicsMode = default) + public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100) { DebugCheckDefaultPackageValid(); - return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority, physicsMode); + return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, physicsMode, suspendLoad, priority); } #endregion