/// <summary> /// 异步加载场景。 /// </summary> /// <param name="sceneAssetName">要加载场景资源的名称。</param> /// <param name="priority">加载场景资源的优先级。</param> /// <param name="loadSceneCallbacks">加载场景回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData) { ResourceInfo resourceInfo = null; string[] dependencyAssetNames = null; if (!CheckAsset(sceneAssetName, out resourceInfo, out dependencyAssetNames)) { string errorMessage = Utility.Text.Format("Can not load scene '{0}'.", sceneAssetName); if (loadSceneCallbacks.LoadSceneFailureCallback != null) { loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, resourceInfo != null && !resourceInfo.Ready ? LoadResourceStatus.NotReady : LoadResourceStatus.NotExist, errorMessage, userData); return; } throw new GameFrameworkException(errorMessage); } if (IsLoadFromBinary(resourceInfo.LoadType)) { string errorMessage = Utility.Text.Format("Can not load scene asset '{0}' which is a binary asset.", sceneAssetName); if (loadSceneCallbacks.LoadSceneFailureCallback != null) { loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.TypeError, errorMessage, userData); return; } throw new GameFrameworkException(errorMessage); } LoadSceneTask mainTask = LoadSceneTask.Create(sceneAssetName, priority, resourceInfo, dependencyAssetNames, loadSceneCallbacks, userData); foreach (string dependencyAssetName in dependencyAssetNames) { if (!LoadDependencyAsset(dependencyAssetName, priority, mainTask, userData)) { string errorMessage = Utility.Text.Format("Can not load dependency asset '{0}' when load scene '{1}'.", dependencyAssetName, sceneAssetName); if (loadSceneCallbacks.LoadSceneFailureCallback != null) { loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.DependencyError, errorMessage, userData); return; } throw new GameFrameworkException(errorMessage); } } m_TaskPool.AddTask(mainTask); if (!resourceInfo.Ready) { m_ResourceManager.UpdateResource(resourceInfo.ResourceName); } }
/// <summary> /// 异步加载场景。 /// </summary> /// <param name="sceneAssetName">要加载场景资源的名称。</param> /// <param name="priority">加载场景资源的优先级。</param> /// <param name="loadSceneCallbacks">加载场景回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData) { ResourceInfo?resourceInfo = null; string[] dependencyAssetNames = null; if (!CheckAsset(sceneAssetName, out resourceInfo, out dependencyAssetNames)) { string errorMessage = Utility.Text.Format("Can not load scene '{0}'.", sceneAssetName); if (loadSceneCallbacks.LoadSceneFailureCallback != null) { loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotReady, errorMessage, userData); return; } throw new GameFrameworkException(errorMessage); } LoadSceneTask mainTask = LoadSceneTask.Create(sceneAssetName, priority, resourceInfo.Value, dependencyAssetNames, loadSceneCallbacks, userData); foreach (string dependencyAssetName in dependencyAssetNames) { if (!LoadDependencyAsset(dependencyAssetName, priority, mainTask, userData)) { string errorMessage = Utility.Text.Format("Can not load dependency asset '{0}' when load scene '{1}'.", dependencyAssetName, sceneAssetName); if (loadSceneCallbacks.LoadSceneFailureCallback != null) { loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.DependencyError, errorMessage, userData); return; } throw new GameFrameworkException(errorMessage); } } m_TaskPool.AddTask(mainTask); }