Files
aibis-dream/Assets/Scripts/Game Loop/SceneLoader.cs
T
2025-01-08 11:41:20 +08:00

90 lines
2.6 KiB
C#

using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.SceneManagement;
namespace AibisDream
{
public class SceneLoader : Singleton<SceneLoader>
{
#region 场景转换参数
private BindProperty<string> _currentScene;
private AsyncOperationHandle _loadHandle;
private string _sceneToLoad;
private bool _isLoading;
public override void OnSingletonInit()
{
_currentScene = new BindProperty<string>();
_currentScene.Register(GameLoopManager.Instance.UpdateCurScene);
}
public override void OnSingletonDestroy()
{
_currentScene.UnRegister(GameLoopManager.Instance.UpdateCurScene);
}
#endregion
/// <summary>
/// 同步场景转换
/// </summary>
/// <param name="targetScene">目标场景</param>
public void LoadScene(string targetScene)
{
StartCoroutine(LoadSceneAsync(targetScene));
}
/// <summary>
/// 异步场景转换
/// </summary>
/// <param name="targetScene">目标场景</param>
/// <returns></returns>
public IEnumerator LoadSceneAsync(string targetScene)
{
if (_isLoading)
{
yield return null;
}
else
{
// 场景转换参数
_isLoading = true;
_sceneToLoad = targetScene;
if (string.IsNullOrEmpty(_currentScene.Value))
{
yield return Addressables.UnloadSceneAsync(_loadHandle);
}
_loadHandle = Addressables.LoadSceneAsync(_sceneToLoad, LoadSceneMode.Additive);
yield return _loadHandle;
_currentScene.Value = _sceneToLoad;
_isLoading = false;
}
}
public IEnumerator UnloadSceneAsync(string sceneToUnload)
{
if (_isLoading)
{
yield return null;
}
else
{
_isLoading = true;
if (_currentScene.Value == sceneToUnload)
{
yield return Addressables.UnloadSceneAsync(_loadHandle, true);
_currentScene.Value = null;
}
_isLoading = false;
}
}
}
}