YooAsset/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs

108 lines
1.9 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
/// <summary>
/// 场景卸载异步操作类
/// </summary>
public class UnloadSceneOperation : AsyncOperationBase
{
private enum EFlag
{
Normal,
Error,
Skip,
}
private enum ESteps
{
None,
UnLoad,
Checking,
Done,
}
private readonly EFlag _flag;
private ESteps _steps = ESteps.None;
private Scene _scene;
private AsyncOperation _asyncOp;
/// <summary>
/// 场景卸载进度
/// </summary>
public float Progress
{
get
{
if (_asyncOp == null)
return 0;
return _asyncOp.progress;
}
}
internal UnloadSceneOperation()
{
_flag = EFlag.Skip;
}
internal UnloadSceneOperation(string error)
{
_flag = EFlag.Error;
Error = error;
}
internal UnloadSceneOperation(Scene scene)
{
_flag = EFlag.Normal;
_scene = scene;
}
internal override void Start()
{
if (_flag == EFlag.Normal)
{
_steps = ESteps.UnLoad;
}
else if (_flag == EFlag.Skip)
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
else if (_flag == EFlag.Error)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
else
{
throw new System.NotImplementedException(_flag.ToString());
}
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.UnLoad)
{
if (_scene.IsValid() && _scene.isLoaded)
{
_asyncOp = SceneManager.UnloadSceneAsync(_scene);
_steps = ESteps.Checking;
}
else
{
Error = "Scene is invalid or is not loaded.";
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
}
if (_steps == ESteps.Checking)
{
if (_asyncOp.isDone == false)
return;
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}