YooAsset/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSceneProvider.cs

94 lines
2.2 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal sealed class DatabaseSceneProvider : AssetProviderBase
{
private SceneInstanceParam _param;
private AsyncOperation _asyncOp;
public override float Progress
{
get
{
if (_asyncOp == null)
return 0;
return _asyncOp.progress;
}
}
public DatabaseSceneProvider(string scenePath, SceneInstanceParam param)
: base(scenePath, null)
{
_param = param;
}
public override void Update()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (States == EAssetStates.None)
{
States = EAssetStates.Loading;
}
// 1. 加载资源对象
if (States == EAssetStates.Loading)
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
loadSceneParameters.loadSceneMode = _param.LoadMode;
_asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(AssetPath, loadSceneParameters);
if (_asyncOp != null)
{
_asyncOp.allowSceneActivation = true;
States = EAssetStates.Checking;
}
else
{
YooLogger.Warning($"Failed to load scene : {AssetName}");
States = EAssetStates.Fail;
InvokeCompletion();
}
}
// 2. 检测加载结果
if (States == EAssetStates.Checking)
{
if (_asyncOp.isDone)
{
SceneInstance instance = new SceneInstance(_asyncOp);
instance.Scene = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
AssetInstance = instance;
if(_param.ActivateOnLoad)
instance.Activate();
States = instance.Scene.IsValid() ? EAssetStates.Success : EAssetStates.Fail;
InvokeCompletion();
}
}
#endif
}
public override void Destory()
{
#if UNITY_EDITOR
base.Destory();
// 卸载附加场景(异步方式卸载)
if (_param.LoadMode == LoadSceneMode.Additive)
{
var instance = AssetInstance as SceneInstance;
if(instance != null && instance.Scene != null)
{
if (instance.Scene.IsValid() && instance.Scene.isLoaded)
SceneManager.UnloadSceneAsync(instance.Scene);
}
}
#endif
}
public override void WaitForAsyncComplete()
{
throw new System.Exception($"Unity scene is not support {nameof(WaitForAsyncComplete)}.");
}
}
}