Пример #1
0
        private IEnumerator UnloadSceneCo(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
            AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(SceneComponent.GetSceneName(sceneAssetName));

            if (asyncOperation == null)
            {
                yield break;
            }

            yield return(asyncOperation);

            if (asyncOperation.allowSceneActivation)
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
        }
Пример #2
0
        /// <summary>
        /// 卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">场景资源名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public override void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
#if UNITY_5_5_OR_NEWER
            if (gameObject.activeInHierarchy)
            {
                StartCoroutine(UnloadSceneCo(sceneAssetName, unloadSceneCallbacks, userData));
            }
            else
            {
                SceneManager.UnloadSceneAsync(SceneComponent.GetSceneName(sceneAssetName));
            }
#else
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#endif
        }
Пример #3
0
        /// <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)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("Scene asset name is invalid.");
                return;
            }

            if (loadSceneCallbacks == null)
            {
                Log.Error("Load scene callbacks is invalid.");
                return;
            }

            DateTime startTime = DateTime.Now;

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
#else
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
#endif
            if (asyncOperation == null)
            {
                return;
            }

            m_LoadSceneInfos.AddLast(new LoadSceneInfo(asyncOperation, sceneAssetName, startTime, loadSceneCallbacks, userData));
        }
Пример #4
0
        /// <summary>
        /// 异步卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("Scene asset name is invalid.");
                return;
            }

            if (!sceneAssetName.StartsWith("Assets/") || !sceneAssetName.EndsWith(".unity"))
            {
                Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
                return;
            }

            if (unloadSceneCallbacks == null)
            {
                Log.Error("Unload scene callbacks is invalid.");
                return;
            }

            if (!ExistsFile(sceneAssetName))
            {
                Log.Error("Scene '{0}' is not exist.", sceneAssetName);
                return;
            }

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneAssetName);
            if (asyncOperation == null)
            {
                return;
            }

            m_UnloadSceneInfos.AddLast(new UnloadSceneInfo(asyncOperation, sceneAssetName, unloadSceneCallbacks, userData));
#else
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#endif
        }
        /// <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)
        {
            if (loadSceneCallbacks == null)
            {
                Log.Error("Load scene callbacks is invalid.");
                return;
            }

            if (string.IsNullOrEmpty(sceneAssetName))
            {
                if (loadSceneCallbacks.LoadSceneFailureCallback != null)
                {
                    loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, "Scene asset name is invalid.", userData);
                }

                return;
            }

            if (!sceneAssetName.StartsWith("Assets/") || !sceneAssetName.EndsWith(".unity"))
            {
                if (loadSceneCallbacks.LoadSceneFailureCallback != null)
                {
                    loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene asset name '{0}' is invalid.", sceneAssetName), userData);
                }

                return;
            }

            if (!HasFile(sceneAssetName))
            {
                if (loadSceneCallbacks.LoadSceneFailureCallback != null)
                {
                    loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene '{0}' is not exist.", sceneAssetName), userData);
                }

                return;
            }

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
#else
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
#endif
            if (asyncOperation == null)
            {
                return;
            }

            m_LoadSceneInfos.AddLast(new LoadSceneInfo(asyncOperation, sceneAssetName, priority, DateTime.Now, loadSceneCallbacks, userData));
        }
        /// <summary>
        /// 卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">场景资源名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public override void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
#if UNITY_5_3 || UNITY_5_4
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#else
            StartCoroutine(UnloadSceneCo(sceneAssetName, unloadSceneCallbacks, userData));
#endif
        }
        /// <summary>
        /// 异步卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("Scene asset name is invalid.");
                return;
            }

            if (unloadSceneCallbacks == null)
            {
                Log.Error("Unload scene callbacks is invalid.");
                return;
            }

#if UNITY_5_3 || UNITY_5_4
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#else
            AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneAssetName);
            if (asyncOperation == null)
            {
                return;
            }

            m_UnloadSceneInfos.AddLast(new UnloadSceneInfo(asyncOperation, sceneAssetName, unloadSceneCallbacks, userData));
#endif
        }