SD-20250415ABSO\Administrator 321e38cb79 冠军框架迁移
2025-04-18 19:18:15 +08:00

232 lines
7.8 KiB
C#

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 场景管理器。
/// </summary>
internal class SceneModuleImp : ModuleImp, ISceneModule
{
private string _currentMainSceneName = string.Empty;
private SceneHandle _currentMainScene;
private readonly Dictionary<string,SceneHandle> _subScenes = new Dictionary<string, SceneHandle>();
/// <summary>
/// 当前主场景名称。
/// </summary>
public string CurrentMainSceneName => _currentMainSceneName;
internal override void Shutdown()
{
var iter = _subScenes.Values.GetEnumerator();
while (iter.MoveNext())
{
SceneHandle subScene = iter.Current;
if (subScene != null)
{
subScene.UnloadAsync();
}
}
iter.Dispose();
_subScenes.Clear();
_currentMainSceneName = string.Empty;
}
/// <summary>
/// 加载场景。
/// </summary>
/// <param name="location">场景的定位地址</param>R
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">加载完毕时是否主动挂起</param>
/// <param name="priority">优先级</param>
/// <param name="callBack">加载回调。</param>
/// <param name="gcCollect">加载主场景是否回收垃圾。</param>
/// <param name="progressCallBack">加载进度回调。</param>
public SceneHandle LoadScene(string location,
LoadSceneMode sceneMode = LoadSceneMode.Single,
bool suspendLoad = false,
int priority = 100,
Action<SceneHandle> callBack = null,
bool gcCollect = true,
Action<float> progressCallBack = null)
{
if (sceneMode == LoadSceneMode.Additive)
{
if (_subScenes.TryGetValue(location, out SceneHandle subScene))
{
Log.Warning($"Could not load subScene while already loaded. Scene: {location}");
return subScene;
}
subScene = YooAssets.LoadSceneAsync(location, sceneMode, suspendLoad, (uint)priority);
if (callBack != null)
{
subScene.Completed += callBack;
}
if (progressCallBack != null)
{
InvokeProgress(subScene, progressCallBack).Forget();
}
_subScenes.Add(location, subScene);
return subScene;
}
else
{
if (_currentMainScene is { IsDone: false })
{
Log.Warning($"Could not load MainScene while loading. CurrentMainScene: {_currentMainSceneName}.");
return null;
}
_currentMainSceneName = location;
_currentMainScene = YooAssets.LoadSceneAsync(location, sceneMode, suspendLoad, (uint)priority);
if (callBack != null)
{
_currentMainScene.Completed += callBack;
}
if (progressCallBack != null)
{
InvokeProgress(_currentMainScene, progressCallBack).Forget();
}
GameModule.Resource.ForceUnloadUnusedAssets(gcCollect);
return _currentMainScene;
}
}
private async UniTaskVoid InvokeProgress(SceneHandle SceneHandle,Action<float> progress)
{
if (SceneHandle == null)
{
return;
}
while (!SceneHandle.IsDone)
{
await UniTask.Yield();
progress?.Invoke(SceneHandle.Progress);
}
}
/// <summary>
/// 激活场景(当同时存在多个场景时用于切换激活场景)。
/// </summary>
/// <param name="location">场景资源定位地址。</param>
/// <returns>是否操作成功。</returns>
public bool ActivateScene(string location)
{
if (_currentMainSceneName.Equals(location))
{
if (_currentMainScene != null)
{
return _currentMainScene.ActivateScene();
}
return false;
}
_subScenes.TryGetValue(location, out SceneHandle subScene);
if (subScene != null)
{
return subScene.ActivateScene();
}
Log.Warning($"IsMainScene invalid location:{location}");
return false;
}
/// <summary>
/// 解除场景加载挂起操作。
/// </summary>
/// <param name="location">场景资源定位地址。</param>
/// <returns>是否操作成功。</returns>
public bool UnSuspend(string location)
{
if (_currentMainSceneName.Equals(location))
{
if (_currentMainScene != null)
{
return _currentMainScene.UnSuspend();
}
return false;
}
_subScenes.TryGetValue(location, out SceneHandle subScene);
if (subScene != null)
{
return subScene.UnSuspend();
}
Log.Warning($"IsMainScene invalid location:{location}");
return false;
}
/// <summary>
/// 是否为主场景。
/// </summary>
/// <param name="location">场景资源定位地址。</param>
/// <returns>是否主场景。</returns>
public bool IsMainScene(string location)
{
if (_currentMainSceneName.Equals(location))
{
if (_currentMainScene != null)
{
return _currentMainScene.IsMainScene();
}
return true;
}
_subScenes.TryGetValue(location, out SceneHandle subScene);
if (subScene != null)
{
return subScene.IsMainScene();
}
Log.Warning($"IsMainScene invalid location:{location}");
return false;
}
/// <summary>
/// 异步卸载子场景。
/// </summary>
/// <param name="location">场景资源定位地址。</param>
/// <returns>场景卸载异步操作类。</returns>
public UnloadSceneOperation UnloadAsync(string location)
{
_subScenes.TryGetValue(location, out SceneHandle subScene);
if (subScene != null)
{
if (subScene.SceneObject == default)
{
Log.Error($"Could not unload Scene while not loaded. Scene: {location}");
return null;
}
_subScenes.Remove(location);
return subScene.UnloadAsync();
}
Log.Warning($"UnloadAsync invalid location:{location}");
return null;
}
/// <summary>
/// 是否包含场景。
/// </summary>
/// <param name="location">场景资源定位地址。</param>
/// <returns>是否包含场景。</returns>
public bool IsContainScene(string location)
{
if (_currentMainSceneName.Equals(location))
{
return true;
}
return _subScenes.TryGetValue(location, out var _);
}
}
}