SceneManager无法激活我之前的场景

时间:2018-11-30 20:14:40

标签: unity3d

我正在显示一个库存场景,我是通过LoadScene Additive实现的。 我将播放器转移到这个新场景。

这也很好。在加载新场景之前,我要存储对当前活动场景的引用,如下所示:

private Scene PrevScene;

PrevScene = SceneManager.GetActiveScene();

现在,当玩家通过按下键退出库存场景时,我想我可以像这样简单地将先前的场景再次设置为活动场景:

SceneManager.MoveGameObjectToScene(UIRootObject, PrevScene); //transfer the player to the new scene
SceneManager.SetActiveScene(PrevScene);

但是,未加载前一个场景。相反,库存场景变得越来越亮,所以我想一次又一次地加载库存场景。

我的方法有根本上的错误吗?还是需要更多代码才能查看我在做什么?

如果是,我在下面说明了整个代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

//First, load scene with SceneManager.LoadSceneAsync.Set allowSceneActivation to false so that the scene won't activate automatically after loading.

public class PlayerScript : MonoBehaviour
{
public GameObject UIRootObject;
private bool _bInventoryShown = false;
private Scene PrevScene;

void Update()
{
    if (Input.GetKeyDown(KeyCode.I))
    {

        Debug.Log("Is inventory currently shown: " + _bInventoryShown);

        //player pressed I to show the inventory
        if (!_bInventoryShown)
        {
            //store the currently active scene
            PrevScene = SceneManager.GetActiveScene();

            //start loading the inventory scene
            StartCoroutine(loadScene("inventory"));
        }
        else
        {
            //player pressed I again to hide the inventory scene
            //so just set the previous scene as the active scene
            SceneManager.MoveGameObjectToScene(UIRootObject, PrevScene); //transfer the player to the new scene
            SceneManager.SetActiveScene(PrevScene);
        }

        _bInventoryShown = !_bInventoryShown;
    }
}
IEnumerator loadScene(string SceneName)
{
    AsyncOperation nScene = SceneManager.LoadSceneAsync(SceneName, LoadSceneMode.Additive);
    nScene.allowSceneActivation = false;

    while (nScene.progress < 0.9f)
    {
        Debug.Log("Loading scene " + " [][] Progress: " + nScene.progress);
        yield return null;
    }

    //Activate the Scene
    nScene.allowSceneActivation = true;

    while (!nScene.isDone)
    {
        // wait until it is really finished
        yield return null;
    }

    Scene nThisScene = SceneManager.GetSceneByName(SceneName);

    if (nThisScene.IsValid())
    {
        Debug.Log("Scene is Valid");
        SceneManager.MoveGameObjectToScene(UIRootObject, nThisScene); //transfer the player to the new scene
        SceneManager.SetActiveScene(nThisScene); //activate the scene
    }
    else
    {
        Debug.Log("Invalid scene!!");
    }
}
}

1 个答案:

答案 0 :(得分:0)

知道了:我需要调用SceneManager.Unload(SceneName)。