private void Next(string sceneName, object transData, TransMode transMode) { if (IsLoading) { Debug.unityLogger.LogWarning(GetType().Name, "Loading"); return; } if (_histories.Count > 0 && _histories.Peek().SceneName == sceneName) { Reload(); return; } IsLoading = true; _histories.Push(new History() { SceneName = sceneName, TransData = transData }); var nextContext = new LoadContext(sceneName, transData, transMode); StartCoroutine(Load(nextContext, _loadContext)); _loadContext = nextContext; }
private static IEnumerator LoadSubsInternal(LoadContext context, LoadContext prev) { yield return(context.AdditiveScenes .Where(x => { if (prev == null) { return true; } var cache = prev.AdditiveScenes.FirstOrDefault(y => x.Name == y.Name); if (cache == null) { return true; } else { x.Lifecycles = cache.Lifecycles; } return false; }) .Select(additiveScene => UnitySceneManager.LoadSceneAsync(additiveScene.Name, LoadSceneMode.Additive) .AsObservable() .Select(_ => FindSceneContext(additiveScene.Name)) .SelectMany(x => new WaitUntil(() => x.Initialized) .ToObservable() .Select(_ => x)) .Do(x => additiveScene.Lifecycles = x.Container.ResolveAll <ISceneLifecycle>().Where(y => !context.NextScene.Lifecycles.Any(z => y == z))) .FirstOrDefault()) .WhenAll() .StartAsCoroutine()); Resources.UnloadUnusedAssets(); GC.Collect(); }
private static IEnumerator LoadInternal(LoadContext context) { if (context == null) { yield break; } var scene = UnitySceneManager.GetSceneByName(context.NextScene.Name); if (!scene.isLoaded) { yield return(UnitySceneManager.LoadSceneAsync(context.NextScene.Name, LoadSceneMode.Additive)); } UnitySceneManager.SetActiveScene(UnitySceneManager.GetSceneByName(context.NextScene.Name)); var sceneContext = FindSceneContext(context.NextScene.Name); if (sceneContext == null) { yield break; } yield return(new WaitUntil(() => sceneContext.Initialized)); var sceneSettings = sceneContext.Container.TryResolve <SceneSettings>(); if (sceneSettings != null) { sceneSettings.Subs.ForEach(x => context.AddAdditiveScene(x)); } context.NextScene.Lifecycles = sceneContext.Container.ResolveAll <ISceneLifecycle>(); }
private IEnumerator Load(LoadContext next, LoadContext prev) { _eventSystem.enabled = false; if (prev != null) { yield return(prev.TransOut(next)); } yield return(_transController.TransIn(next.TransMode)); yield return(LoadInternal(next)); if (prev != null) { yield return(prev.Unload(next)); } if (prev != null) { yield return(UnloadInternal(prev, next)); } yield return(LoadSubsInternal(next, prev)); yield return(next.Load(prev)); yield return(_transController.TransOut()); yield return(next.TransIn(prev)); next.TransComplete(); IsLoading = false; _eventSystem.enabled = true; }
public async UniTask TransOut(LoadContext next) { await AdditiveScenes .Where(x => next == null || !next.AdditiveScenes.Any(y => x.Name == y.Name)) .SelectMany(x => x.Lifecycles) .Select(x => x.OnTransOut()) .Concat(NextScene.Lifecycles .Select(x => x.OnTransOut())); }
public async UniTask TransIn(LoadContext prev) { await NextScene.Lifecycles .Select(x => x.OnTransIn()) .Concat(AdditiveScenes .Where(x => prev == null || !prev.AdditiveScenes.Any(y => x.Name == y.Name)) .SelectMany(x => x.Lifecycles) .Select(x => x.OnTransIn())); }
private static IEnumerator UnloadInternal(LoadContext context, LoadContext next) { if (context == null) { yield break; } yield return(context.AdditiveScenes .Where(x => next == null || !next.AdditiveScenes.Any(y => x.Name == y.Name)) .Select(x => UnitySceneManager.UnloadSceneAsync(x.Name) .ObserveEveryValueChanged(y => y.isDone) .FirstOrDefault()) .WhenAll() .StartAsCoroutine()); yield return(UnitySceneManager.UnloadSceneAsync(context.NextScene.Name)); }
private IEnumerator Reload(LoadContext context) { _eventSystem.enabled = false; yield return(context.TransOut()); yield return(_transController.TransIn(context.TransMode)); yield return(context.Unload()); yield return(context.Load()); yield return(_transController.TransOut()); yield return(context.TransIn()); context.TransComplete(); IsLoading = false; _eventSystem.enabled = true; }
private void Back() { if (IsLoading) { Debug.unityLogger.LogWarning(GetType().Name, "Loading"); return; } if (_histories.Count < 2) { Debug.unityLogger.LogWarning(GetType().Name, "Empty history"); return; } _histories.Pop(); var history = _histories.Peek(); var nextContext = new LoadContext(history.SceneName, history.TransData, TransMode.None); StartCoroutine(Load(nextContext, _loadContext)); _loadContext = nextContext; }