public void LoadScene(string sceneName, Action <Scene> OnSceneLoadedCallback, bool setSceneAsActive = true) { if (m_LoadingTasks.ContainsKey(sceneName)) { Debug.LogErrorFormat("Scene is already loading! {0}", sceneName); return; } Scene scene; if (m_LoadedScenes.TryGetValue(sceneName, out scene)) { if (setSceneAsActive) { SceneManager.SetActiveScene(scene); } OnSceneLoadedCallback?.Invoke(scene); } else { LoadSceneTask task = new LoadSceneTask(sceneName, setSceneAsActive, (loadedScene) => { m_LoadedScenes.Add(loadedScene.name, loadedScene); OnSceneLoadedCallback?.Invoke(loadedScene); m_LoadingTasks.Remove(loadedScene.name); }); m_LoadingTasks.Add(sceneName, task); } }
public static LoadSceneTask Create(string sceneAssetName, int priority, ResourceInfo resourceInfo, string[] dependencyAssetNames, LoadSceneCallbacks loadSceneCallbacks, object userData) { LoadSceneTask loadSceneTask = ReferencePool.Acquire <LoadSceneTask>(); loadSceneTask.Initialize(sceneAssetName, null, priority, resourceInfo, dependencyAssetNames, userData); loadSceneTask.m_LoadSceneCallbacks = loadSceneCallbacks; return(loadSceneTask); }
/// <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="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, LoadSceneCallbacks loadSceneCallbacks, object userData) { ResourceInfo?resourceInfo = null; string[] dependencyAssetNames = null; string[] scatteredDependencyAssetNames = null; string resourceChildName = null; if (!CheckAsset(sceneAssetName, out resourceInfo, out dependencyAssetNames, out scatteredDependencyAssetNames, out resourceChildName)) { string errorMessage = string.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 = new LoadSceneTask(sceneAssetName, resourceInfo.Value, dependencyAssetNames, scatteredDependencyAssetNames, resourceChildName, loadSceneCallbacks, userData); foreach (string dependencyAssetName in dependencyAssetNames) { if (!LoadDependencyAsset(dependencyAssetName, mainTask, userData)) { string errorMessage = string.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); }
/// <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 = ReferencePool.Acquire <LoadSceneTask>(); mainTask.Initialize(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); }
/// <summary> /// 加载场景 /// </summary> /// <param name="sceneName"></param> /// <param name="displayTime"></param> public void LoadScene(string sceneName, float displayTime = 0, System.Action complateCallback = null) { if (mLoadingScene == sceneName) { #if UNITY_EDITOR RTLog.LogWarning(LogCat.Game, string.Format("Scene:{0} is loading, don't need to load it agin.", sceneName)); #endif if (complateCallback != null) { mLoadEndCallback += complateCallback; } return; } mLoadingScene = sceneName; mLoader.Reset(); mLoadEndCallback = complateCallback; mLoading = true; OnLoadBegin(mLoadingScene); LoadSceneTask task = new LoadSceneTask(mLoadingScene, displayTime, m_WaitForTimeWeight); task.PresetTask = new WaitTask(() => !PanelManager.HasAnyPanelClosing); SceneTask = task; mLoader.AddTask(SceneTask); mLoader.Start(); }