因此,我已经完成了一些有关如何异步加载场景以统一工作的研究。到目前为止,我发现了两种非常相似且基于相同原理的方式。
StartCoroutiune(loadScene());
private AsyncOperation async;
// ...
IEnumerator loadScene(){
async = SceneManager.LoadAsyncScene("Scene", LoadSceneMode.Single);
async.allowSceneActivation = false;
while(async.progress < 0.9f){
progressText.text = async.progress+"";
}
while(!async.isDone){
yield return null;
}
}
public void showScene(){
async.allowSceneActivation = true;
}
但是,这似乎不适用于我。即使我没有调用代码来显示它,我仍然可以获得大量的加载时间,并且场景会立即显示。我也尝试过
SceneManager.LoadAsyncScene("Scene", LoadSceneMode.Additive);
这是我班上负责这项工作的。如果我的错误太简单了,请原谅。我是Unity新手。谢谢。
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager_StartGame : MonoBehaviour
{
private GameManager_MasterMenu gameManagerRef;
private AsyncOperation loadGame;
private void OnEnable()
{
SetInitialReferences();
StartCoroutine("loadMainScene");//loads scene before the game starts
gameManagerRef.ContinueGameEvent += StartGame; //subscribing the StartGame method to an Event
}
private void OnDisable()
{
gameManagerRef.ContinueGameEvent -= StartGame;//getting the references to the game Manager
}
void SetInitialReferences()
{
gameManagerRef = GetComponent<GameManager_MasterMenu>();
}
IEnumerator loadMainScene()
{
Debug.LogWarning("ASYNC LOAD STARTED - " +
"DO NOT EXIT PLAY MODE UNTIL SCENE LOADS... UNITY WILL CRASH");
loadGame = SceneManager.LoadSceneAsync(1,LoadSceneMode.Single);
loadGame.allowSceneActivation = false;//setting the allowscene to false so that it won't show it immediately
yield return loadGame;
}
void StartGame()
{
if (GameReferences.currentSave == null)
{
GameReferences.currentSave = GameReferences.dBConnector.GetLastSave();
}
loadGame.allowSceneActivation = true; //is activated from the outside
}
}
答案 0 :(得分:1)
由于while循环的进度,您在加载时永远不会触发收益。 尝试将其放入异步while循环,例如
IEnumerator loadScene(){
async = SceneManager.LoadAsyncScene("Scene", LoadSceneMode.Single);
async.allowSceneActivation = false;
while(!async.isDone){
progressText.text = async.progress+"";
yield return null;
}
}