YooAsset/Assets/YooAsset/Runtime/ResourceManager/Provider/BundledSceneProvider.cs

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal sealed class BundledSceneProvider : ProviderBase
{
public readonly LoadSceneMode SceneMode;
private readonly bool _suspendLoad;
private AsyncOperation _asyncOperation;
public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
{
SceneMode = sceneMode;
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoad = suspendLoad;
}
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (_steps == ESteps.None)
{
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
DependBundles.WaitForAsyncComplete();
OwnerBundle.WaitForAsyncComplete();
}
if (DependBundles.IsDone() == false)
return;
if (OwnerBundle.IsDone() == false)
return;
if (DependBundles.IsSucceed() == false)
{
string error = DependBundles.GetLastError();
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
_steps = ESteps.Loading;
}
// 2. 加载场景
if (_steps == ESteps.Loading)
{
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
// 注意:场景同步加载方法不会立即加载场景,而是在下一帧加载。
LoadSceneParameters parameters = new LoadSceneParameters(SceneMode);
SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, parameters);
_steps = ESteps.Checking;
}
else
{
// 注意如果场景不存在异步加载方法返回NULL
// 注意:即使是异步加载也要在当帧获取到场景对象
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (_asyncOperation != null)
{
_asyncOperation.allowSceneActivation = !_suspendLoad;
_asyncOperation.priority = 100;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
_steps = ESteps.Checking;
}
else
{
string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
}
}
// 3. 检测加载结果
if (_steps == ESteps.Checking)
{
if (_asyncOperation != null)
{
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
// 场景加载无法强制异步转同步
YooLogger.Error("The scene is loading asyn !");
}
else
{
Progress = _asyncOperation.progress;
if (_asyncOperation.isDone == false)
return;
}
}
if (SceneObject.IsValid())
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
else
{
string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
}
}
/// <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;
}
}
}