Esempio n. 1
0
        /// <summary>
        /// 加载场景资源 (优先加载AssetBundle 资源) (不要直接使用字符串场景名)
        /// </summary>
        /// <param name="sceneNameEnum"></param>
        /// <param name="isSingleLoad">加载场景模式 (true 标识加载完成删除其他的场景资源  否则 保留其他的场景资源 )</param>
        /// <param name="callback">=true 标识场景加载成功 否则失败</param>
        public void LoadSceneAsync(SceneNameEnum sceneNameEnum, LoadSceneModeEnum loadMode, System.Action <bool> callback,
                                   List <SceneNameEnum> ignoreUnLoadScene, System.Action onCompleteUnLoadSceneAct = null)
        {
            if (IsUnLoadingScene)
            {
                Debug.LogError("卸载场景时候加载会有异常 请先确认判断有没有完成资源卸载 然后处理加载逻辑");
                return;
            }

            string sceneName = sceneNameEnum.ToString();

            if (string.IsNullOrEmpty(sceneName))
            {
                Debug.LogError("加载场景失败 ,未知的场景资源名称" + sceneName);
                if (callback != null)
                {
                    callback(false);
                }
                return;
            }

            int index = CheckIfSceneLoaded(sceneName);

            if (index != -1)
            {
                Debug.LogError("The Scene Is Already Loaded " + sceneName);
                Scene scene = m_CurLoadedScene[index];
                m_CurLoadedScene.RemoveAt(index);
                m_CurLoadedScene.Add(scene); //更新当前加载的场景到最后面

                if (callback != null)
                {
                    callback(true);
                }
                return;
            }

            DealWithLoadMode(loadMode, ignoreUnLoadScene, () => {
                if (onCompleteUnLoadSceneAct != null)
                {
                    onCompleteUnLoadSceneAct.Invoke();
                }

                ResourcesLoader.SceneLoader.LoadScene(S_SceneDirectory + sceneName, LoadAssetModel.Async, (loader) =>
                {
                    if (loader == null || loader.IsCompleted == false || loader.IsError)
                    {
                        Debug.LogError("场景资源加载失败");
                        if (callback != null)
                        {
                            callback(false);
                        }
                        return;
                    }
                    EventCenter.Instance.StartCoroutine(InstantiateScene(sceneName, LoadSceneMode.Additive, callback));
                });
            });  //先卸载资源然后 再加载新的场景
        }
Esempio n. 2
0
        /// <summary>
        /// 加载完成时候 卸载其他的场景资源
        /// </summary>
        /// <param name="loadMode"></param>
        /// <param name="ignoreUnLoadScene"></param>
        private void DealWithLoadMode(LoadSceneModeEnum loadMode, List <SceneNameEnum> ignoreUnLoadScene, System.Action onCompleteUnLoadAct)
        {
            if (ignoreUnLoadScene == null)
            {
                ignoreUnLoadScene = new List <SceneNameEnum>();
            }
            List <Scene>  allNeedUnLoadScene      = new List <Scene>(); //需要卸载的场景
            List <int>    allNeedRemoveSceneIndex = new List <int>();
            SceneNameEnum sceneName = SceneNameEnum.ApplicationEntry;

            #region  根据不同的加载模式获取需要卸载的场景列表

            switch (loadMode)
            {
            case LoadSceneModeEnum.ReleasAll:
                for (int dex = 0; dex < m_CurLoadedScene.Count; ++dex)
                {
                    sceneName = (SceneNameEnum)System.Enum.Parse(typeof(SceneNameEnum), m_CurLoadedScene[dex].name);
                    if (ignoreUnLoadScene.Contains(sceneName) == false && S_AllIgnoreUnLoadScene.Contains(sceneName) == false)
                    {
                        allNeedRemoveSceneIndex.Add(dex);
                        allNeedUnLoadScene.Add(m_CurLoadedScene[dex]);
                    }
                }
                break;

            case LoadSceneModeEnum.ReleaseSelf:
                if (m_CurLoadedScene.Count > 0)
                {
                    Debug.Log("m_CurLoadedScene  " + m_CurLoadedScene.Count);
                    sceneName = (SceneNameEnum)System.Enum.Parse(typeof(SceneNameEnum), m_CurLoadedScene[m_CurLoadedScene.Count - 1].name);
                    if (ignoreUnLoadScene.Contains(sceneName) == false && S_AllIgnoreUnLoadScene.Contains(sceneName) == false)
                    {
                        allNeedRemoveSceneIndex.Add(m_CurLoadedScene.Count - 1);
                        allNeedUnLoadScene.Add(m_CurLoadedScene[m_CurLoadedScene.Count - 1]);
                    }
                }
                break;

            case LoadSceneModeEnum.KeepPrevious:
                break;

            default:
                Debug.LogEditorInfor("没有定义的加载场景类型  " + loadMode);
                break;
            }
            #endregion

            allNeedRemoveSceneIndex.Reverse();
            for (int dex = 0; dex < allNeedRemoveSceneIndex.Count; ++dex)
            {
                m_CurLoadedScene.RemoveAt(allNeedRemoveSceneIndex[dex]);
            }

            EventCenter.Instance.StartCoroutine(UnLoadScenes(allNeedUnLoadScene, onCompleteUnLoadAct));
        }
Esempio n. 3
0
 /// <summary>
 /// 加载场景资源 (优先加载AssetBundle 资源) (不要直接使用字符串场景名)
 /// </summary>
 /// <param name="sceneNameEnum"></param>
 /// <param name="callback"></param>
 public void LoadSceneAsync(SceneNameEnum sceneNameEnum, LoadSceneModeEnum loadMode, System.Action <bool> callback, System.Action onCompleteUnLoadSceneAct = null)
 {
     LoadSceneAsync(sceneNameEnum, loadMode, callback, new List <SceneNameEnum>(), onCompleteUnLoadSceneAct);
 }