YooAsset/Assets/YooAsset/Runtime/ResourceManager/Operation/UnloadSceneOperation.cs

114 lines
3.2 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
/// <summary>
/// 场景卸载异步操作类
/// </summary>
public sealed class UnloadSceneOperation : AsyncOperationBase
{
private enum ESteps
{
None,
CheckError,
WaitDone,
UnLoadScene,
Done,
}
private ESteps _steps = ESteps.None;
private readonly string _error;
private readonly ProviderOperation _provider;
private AsyncOperation _asyncOp = null;
internal UnloadSceneOperation(string error)
{
_error = error;
}
internal UnloadSceneOperation(ProviderOperation provider)
{
_error = null;
_provider = provider;
// 注意:卸载场景前必须先解除挂起操作
if (provider is SceneProvider)
{
var temp = provider as SceneProvider;
temp.UnSuspendLoad();
}
else
{
throw new System.NotImplementedException();
}
}
internal override void InternalStart()
{
_steps = ESteps.CheckError;
}
internal override void InternalUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.CheckError)
{
if (string.IsNullOrEmpty(_error) == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _error;
return;
}
_steps = ESteps.WaitDone;
}
if (_steps == ESteps.WaitDone)
{
if (_provider.IsDone == false)
return;
if (_provider.SceneObject.IsValid() == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is invalid !";
return;
}
if (_provider.SceneObject.isLoaded == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is not loaded !";
return;
}
_steps = ESteps.UnLoadScene;
}
if (_steps == ESteps.UnLoadScene)
{
if (_asyncOp == null)
{
_asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
if (_asyncOp == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Unload scene failed, see the console logs !";
return;
}
}
Progress = _asyncOp.progress;
if (_asyncOp.isDone == false)
return;
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}