111 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C#
		
	
	
	
| 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|                 if (OwnerBundle.IsDone() == false)
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|                     return;
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| 
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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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| 
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|                 _steps = ESteps.Loading;
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|             }
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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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|                 LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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|                 loadSceneParameters.loadSceneMode = 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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|                 Progress = _asyncOperation.progress;
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|                 if (_asyncOperation.isDone)
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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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|             }
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| #endif
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|         }
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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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| 
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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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| } |