コード例 #1
0
        /// <summary>
        /// 如果有场景变换,采用异步等待方式还原数据
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        System.Collections.IEnumerator LoadScene(string name)
        {
            if (!UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.Equals(name))
            {
                AsyncOperation asyncOperation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(name);
                asyncOperation.allowSceneActivation = false;
                while (asyncOperation.isDone)
                {
                    yield return(null);
                }
                asyncOperation.allowSceneActivation = true;
                //等待1秒,初始化结束(场景物体)
                yield return(new WaitForSeconds(1));
            }
            //将所有物体设置为激活状态,随后在还原
            RestoreSystem.ClearDataModel();
            var allDataModels = Resources.FindObjectsOfTypeAll <DataModelBehaviour>();

            foreach (var item in allDataModels)
            {
                if (item.hideFlags != (HideFlags.NotEditable | HideFlags.HideInHierarchy))
                {
                    RestoreSystem.AddDataModel(item.GetComponent <UniqueID>().UniqueId, item);
                    item.gameObject.SetActive(true);
                }
            }
            //等待1秒,初始化结束(DataModel脚本)
            yield return(new WaitForSeconds(1));

            //执行数据写入,设置自身状态
            _restoreSystem.LoadStorageData();
            StartCoroutine(RestoreSceneCallBack());
        }