private void Update() { if (_loadState == eStateLoadding.EndLoad) { StopCoroutine("LoadingPrecess"); _loadState = eStateLoadding.none; } }
IEnumerator LoadingPrecess(string sceneName) { mLoadState = eStateLoadding.Load; AsyncOperation asyncOp = SceneManager.LoadSceneAsync(sceneName); mLoadState = eStateLoadding.Loading; while (!asyncOp.isDone) { yield return(null); } mLoadState = eStateLoadding.LoadingDone; yield return(new WaitForSeconds(1f)); mLoadState = eStateLoadding.EndLoad; }
IEnumerator LoadingPrecess(string sceneName) { _loadState = eStateLoadding.Load; LoadingWindow wnd = UIManager._instance.OpenWnd <LoadingWindow>(UIManager.eKindWindow.LoadingUI); wnd.OpenLoadingWnd(); AsyncOperation asyncOp = SceneManager.LoadSceneAsync(sceneName); _loadState = eStateLoadding.Loading; while (!asyncOp.isDone) { wnd.SettingLoadRate(asyncOp.progress); yield return(null); } wnd.SettingLoadRate(1); yield return(new WaitForSeconds(1.8f)); switch (_currentScene) { case eTypeScene.Lobby: while (LobbyManager._instance._nowLoadType != LobbyManager.eLoadType.LoadEnd) { yield return(null); } break; } _loadState = eStateLoadding.LoadingDone; UIManager._instance.Close(UIManager.eKindWindow.LoadingUI); yield return(new WaitForSeconds(1f)); _loadState = eStateLoadding.EndLoad; }