Files
YooAssetScene/Assets/YooAsset/Runtime/AssetSystem/Provider/BundledSceneProvider.cs
T
2022-03-21 23:43:11 +08:00

101 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal sealed class BundledSceneProvider : BundledProvider
{
private readonly LoadSceneMode _sceneMode;
private readonly bool _activateOnLoad;
private AsyncOperation _asyncOp;
public override float Progress
{
get
{
if (_asyncOp == null)
return 0;
return _asyncOp.progress;
}
}
public BundledSceneProvider(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad)
: base(scenePath, null)
{
_sceneMode = sceneMode;
_activateOnLoad = activateOnLoad;
}
public override void Update()
{
if (IsDone)
return;
if (Status == EStatus.None)
{
Status = EStatus.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
{
if (DependBundles.IsDone() == false)
return;
if (OwnerBundle.IsDone() == false)
return;
if (OwnerBundle.CacheBundle == null)
{
Status = EStatus.Fail;
InvokeCompletion();
}
else
{
Status = EStatus.Loading;
}
}
// 2. 加载场景
if (Status == EStatus.Loading)
{
_asyncOp = SceneManager.LoadSceneAsync(AssetName, _sceneMode);
if (_asyncOp != null)
{
_asyncOp.allowSceneActivation = true;
Status = EStatus.Checking;
}
else
{
YooLogger.Warning($"Failed to load scene : {AssetName}");
Status = EStatus.Fail;
InvokeCompletion();
}
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
if (_asyncOp.isDone)
{
Scene = SceneManager.GetSceneByName(AssetName);
if (_activateOnLoad)
SceneManager.SetActiveScene(Scene);
Status = Scene.IsValid() ? EStatus.Success : EStatus.Fail;
InvokeCompletion();
}
}
}
public override void Destory()
{
base.Destory();
// 卸载附加场景(异步方式卸载)
if (_sceneMode == LoadSceneMode.Additive)
{
if (Scene.IsValid() && Scene.isLoaded)
SceneManager.UnloadSceneAsync(Scene);
}
}
}
}