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更新demo
更新demo
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@@ -0,0 +1,130 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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internal sealed class DatabaseSceneProvider : ProviderBase
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{
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public readonly LoadSceneMode SceneMode;
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private readonly bool _suspendLoad;
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private AsyncOperation _asyncOperation;
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public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoad = suspendLoad;
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}
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internal override void InternalOnStart()
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{
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DebugBeginRecording();
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}
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internal override void InternalOnUpdate()
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{
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#if UNITY_EDITOR
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if (IsDone)
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return;
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if (_steps == ESteps.None)
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{
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_steps = ESteps.CheckBundle;
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}
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// 1. 检测资源包
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if (_steps == ESteps.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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OwnerBundle.WaitForAsyncComplete();
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}
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if (OwnerBundle.IsDone() == false)
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return;
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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string error = OwnerBundle.LastError;
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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_steps = ESteps.Loading;
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}
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// 2. 加载资源对象
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if (_steps == ESteps.Loading)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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_steps = ESteps.Checking;
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}
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else
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = 100;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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_steps = ESteps.Checking;
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}
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else
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{
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string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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}
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// 3. 检测加载结果
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if (_steps == ESteps.Checking)
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{
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if (_asyncOperation != null)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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// 场景加载无法强制异步转同步
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YooLogger.Error("The scene is loading asyn !");
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}
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else
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{
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Progress = _asyncOperation.progress;
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if (_asyncOperation.isDone == false)
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return;
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}
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}
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if (SceneObject.IsValid())
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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else
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{
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string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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}
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#endif
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspendLoad()
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{
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if (_asyncOperation == null)
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return false;
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_asyncOperation.allowSceneActivation = true;
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return true;
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}
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}
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}
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