146 lines
5.2 KiB
C#
146 lines
5.2 KiB
C#
![]() |
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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internal sealed class BundledSceneProvider : ProviderBase
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{
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public readonly LoadSceneMode SceneMode;
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private AsyncOperation _asyncOperation;
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private bool _suspendLoadMode;
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public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoadMode = suspendLoad;
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}
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internal override void InternalOnStart()
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{
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DebugBeginRecording();
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}
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internal override void InternalOnUpdate()
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{
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if (IsDone)
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return;
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if (_steps == ESteps.None)
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{
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_steps = ESteps.CheckBundle;
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}
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// 1. 检测资源包
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if (_steps == ESteps.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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DependBundles.WaitForAsyncComplete();
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OwnerBundle.WaitForAsyncComplete();
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}
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if (DependBundles.IsDone() == false)
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return;
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if (OwnerBundle.IsDone() == false)
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return;
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if (DependBundles.IsSucceed() == false)
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{
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string error = DependBundles.GetLastError();
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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string error = OwnerBundle.LastError;
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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_steps = ESteps.Loading;
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}
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// 2. 加载场景
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if (_steps == ESteps.Loading)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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// 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。
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LoadSceneParameters parameters = new LoadSceneParameters(SceneMode);
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SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, parameters);
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_steps = ESteps.Checking;
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}
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else
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{
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// 注意:如果场景不存在异步加载方法返回NULL
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// 注意:即使是异步加载也要在当帧获取到场景对象
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_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoadMode;
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_asyncOperation.priority = 100;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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}
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else
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{
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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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// 3. 检测加载结果
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if (_steps == ESteps.Checking)
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{
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if (_asyncOperation != null)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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// 场景加载无法强制异步转同步
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YooLogger.Error("The scene is loading asyn !");
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}
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else
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{
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// 注意:在业务层中途可以取消挂起
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if (_asyncOperation.allowSceneActivation == false)
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{
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if (_suspendLoadMode == false)
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_asyncOperation.allowSceneActivation = true;
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}
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Progress = _asyncOperation.progress;
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if (_asyncOperation.isDone == false)
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return;
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}
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}
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if (SceneObject.IsValid())
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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else
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{
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string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public void UnSuspendLoad()
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{
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if (IsDone == false)
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{
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_suspendLoadMode = false;
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}
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}
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}
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}
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