Exemplo n.º 1
0
        public IEnumerator LoadedAsset(AssetBundleManager assetBundleManager, string assetBundleName, string assetName)
        {
            assetBundleName = assetBundleManager.RemapVariantName(assetBundleName);
            bundleLoaded    = assetBundleManager.LoadAssetBundleAsync(assetBundleName);
            yield return(bundleLoaded);

            AssetBundleRequest request = bundleLoaded.assetBundle.LoadAssetAsync <MultiSceneSetup>(assetName);

            yield return(request);

            MultiSceneSetup multiSceneSetup = request.asset as MultiSceneSetup;

            if (multiSceneSetup != null)
            {
                maxLoaded = multiSceneSetup.scenePaths.Length;
                for (int i = 0; i < multiSceneSetup.scenePaths.Length; i++)
                {
                    indexLoaded = i;
                    string bundleName;
                    if (!assetBundleManager.GetBundleName(multiSceneSetup.scenePaths[i], out bundleName))
                    {
                        continue;
                    }
                    yield return(LoadedAsset(assetBundleManager, bundleName, Path.GetFileNameWithoutExtension(multiSceneSetup.scenePaths[i])));
                }
            }
            indexLoaded = maxLoaded;
        }
Exemplo n.º 2
0
        public bool LoadMultiScene(string assetName)
        {
            MultiSceneSetup multiSceneSetup = LoadAsset <MultiSceneSetup>(assetName);

            if (multiSceneSetup == null)
            {
                return(false);
            }

            for (int i = 0; i < multiSceneSetup.scenePaths.Length; i++)
            {
                LoadScene(multiSceneSetup.scenePaths[i], i == 0 ? LoadSceneMode.Single : LoadSceneMode.Additive);
            }

            if (multiSceneSetup.indexActiveScene >= 0 && multiSceneSetup.indexActiveScene < multiSceneSetup.scenePaths.Length)
            {
                string sceneName = "Assets/" + multiSceneSetup.scenePaths[multiSceneSetup.indexActiveScene];
                for (int i = 0; i < SceneManager.sceneCount; i++)
                {
                    Scene scene = SceneManager.GetSceneAt(i);
                    if (scene.path == sceneName)
                    {
                        SceneManager.SetActiveScene(scene);
                        break;
                    }
                }
            }
            return(true);
        }