406 lines
14 KiB
C#
406 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace TEngine
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{
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internal class SceneModule : Module, ISceneModule
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{
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private string _currentMainSceneName = string.Empty;
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private SceneHandle _currentMainScene;
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private readonly Dictionary<string, SceneHandle> _subScenes = new Dictionary<string, SceneHandle>();
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private readonly HashSet<string> _handlingScene = new HashSet<string>();
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/// <summary>
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/// 当前主场景名称。
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/// </summary>
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public string CurrentMainSceneName => _currentMainSceneName;
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public override void OnInit()
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{
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_currentMainScene = null;
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_currentMainSceneName = SceneManager.GetSceneByBuildIndex(0).name;
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}
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public override void Shutdown()
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{
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var iter = _subScenes.Values.GetEnumerator();
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while (iter.MoveNext())
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{
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SceneHandle subScene = iter.Current;
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if (subScene != null)
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{
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subScene.UnloadAsync();
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}
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}
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iter.Dispose();
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_subScenes.Clear();
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_handlingScene.Clear();
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_currentMainSceneName = string.Empty;
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}
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/// <summary>
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/// 加载场景。
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">加载完毕时是否主动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="gcCollect">加载主场景是否回收垃圾。</param>
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/// <param name="progressCallBack">加载进度回调。</param>
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public async UniTask<Scene> LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100, bool gcCollect = true, Action<float> progressCallBack = null)
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{
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if (!_handlingScene.Add(location))
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{
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Log.Error($"Could not load scene while loading. Scene: {location}");
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return default;
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}
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if (sceneMode == LoadSceneMode.Additive)
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{
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if (_subScenes.TryGetValue(location, out SceneHandle subScene))
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{
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throw new Exception($"Could not load subScene while already loaded. Scene: {location}");
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}
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subScene = YooAssets.LoadSceneAsync(location, sceneMode, LocalPhysicsMode.None, suspendLoad, priority);
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if (progressCallBack != null)
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{
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while (!subScene.IsDone && subScene.IsValid)
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{
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progressCallBack.Invoke(subScene.Progress);
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await UniTask.Yield();
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}
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}
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else
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{
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await subScene.ToUniTask();
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}
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_subScenes.Add(location, subScene);
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_handlingScene.Remove(location);
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return subScene.SceneObject;
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}
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else
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{
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if (_currentMainScene is { IsDone: false })
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{
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throw new Exception($"Could not load MainScene while loading. CurrentMainScene: {_currentMainSceneName}.");
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}
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_currentMainSceneName = location;
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_currentMainScene = YooAssets.LoadSceneAsync(location, sceneMode, LocalPhysicsMode.None, suspendLoad, priority);
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if (progressCallBack != null)
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{
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while (!_currentMainScene.IsDone && _currentMainScene.IsValid)
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{
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progressCallBack.Invoke(_currentMainScene.Progress);
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await UniTask.Yield();
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}
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}
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else
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{
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await _currentMainScene.ToUniTask();
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}
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ModuleSystem.GetModule<IResourceModule>().ForceUnloadUnusedAssets(gcCollect);
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_handlingScene.Remove(location);
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return _currentMainScene.SceneObject;
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}
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}
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/// <summary>
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/// 加载场景。
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">加载完毕时是否主动挂起</param>
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/// <param name="priority">优先级</param>
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/// <param name="callBack">加载回调。</param>
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/// <param name="gcCollect">加载主场景是否回收垃圾。</param>
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/// <param name="progressCallBack">加载进度回调。</param>
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public void LoadScene(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100,
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Action<Scene> callBack = null,
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bool gcCollect = true, Action<float> progressCallBack = null)
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{
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if (!_handlingScene.Add(location))
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{
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Log.Error($"Could not load scene while loading. Scene: {location}");
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return;
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}
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if (sceneMode == LoadSceneMode.Additive)
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{
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if (_subScenes.TryGetValue(location, out SceneHandle subScene))
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{
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Log.Warning($"Could not load subScene while already loaded. Scene: {location}");
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return;
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}
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subScene = YooAssets.LoadSceneAsync(location, sceneMode, LocalPhysicsMode.None, suspendLoad, priority);
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subScene.Completed += handle =>
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{
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_handlingScene.Remove(location);
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callBack?.Invoke(handle.SceneObject);
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};
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if (progressCallBack != null)
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{
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InvokeProgress(subScene, progressCallBack).Forget();
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}
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_subScenes.Add(location, subScene);
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}
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else
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{
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if (_currentMainScene is { IsDone: false })
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{
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Log.Warning($"Could not load MainScene while loading. CurrentMainScene: {_currentMainSceneName}.");
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return;
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}
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_currentMainSceneName = location;
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_currentMainScene = YooAssets.LoadSceneAsync(location, sceneMode, LocalPhysicsMode.None, suspendLoad, priority);
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_currentMainScene.Completed += handle =>
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{
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_handlingScene.Remove(location);
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callBack?.Invoke(handle.SceneObject);
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};
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if (progressCallBack != null)
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{
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InvokeProgress(_currentMainScene, progressCallBack).Forget();
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}
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ModuleSystem.GetModule<IResourceModule>().ForceUnloadUnusedAssets(gcCollect);
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}
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}
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private async UniTaskVoid InvokeProgress(SceneHandle sceneHandle, Action<float> progress)
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{
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if (sceneHandle == null)
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{
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return;
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}
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while (!sceneHandle.IsDone && sceneHandle.IsValid)
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{
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await UniTask.Yield();
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progress?.Invoke(sceneHandle.Progress);
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}
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}
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/// <summary>
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/// 激活场景(当同时存在多个场景时用于切换激活场景)。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <returns>是否操作成功。</returns>
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public bool ActivateScene(string location)
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{
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if (_currentMainSceneName.Equals(location))
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{
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if (_currentMainScene != null)
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{
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return _currentMainScene.ActivateScene();
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}
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return false;
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}
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_subScenes.TryGetValue(location, out SceneHandle subScene);
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if (subScene != null)
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{
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return subScene.ActivateScene();
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}
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Log.Warning($"IsMainScene invalid location:{location}");
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return false;
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}
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/// <summary>
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/// 解除场景加载挂起操作。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <returns>是否操作成功。</returns>
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public bool UnSuspend(string location)
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{
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if (_currentMainSceneName.Equals(location))
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{
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if (_currentMainScene != null)
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{
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return _currentMainScene.UnSuspend();
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}
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return false;
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}
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_subScenes.TryGetValue(location, out SceneHandle subScene);
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if (subScene != null)
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{
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return subScene.UnSuspend();
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}
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Log.Warning($"IsMainScene invalid location:{location}");
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return false;
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}
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/// <summary>
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/// 是否为主场景。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <returns>是否主场景。</returns>
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public bool IsMainScene(string location)
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{
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// 获取当前激活的场景
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Scene currentScene = SceneManager.GetActiveScene();
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if (_currentMainSceneName.Equals(location))
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{
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if (_currentMainScene == null)
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{
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return false;
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}
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// 判断当前场景是否是主场景
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if (currentScene.name == _currentMainScene.SceneName)
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{
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return true;
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}
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return _currentMainScene.SceneName == currentScene.name;
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}
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// 判断当前场景是否是主场景
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if (currentScene.name == _currentMainScene?.SceneName)
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{
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return true;
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}
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Log.Warning($"IsMainScene invalid location:{location}");
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return false;
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}
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/// <summary>
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/// 异步卸载子场景。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <param name="progressCallBack">进度回调。</param>
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public async UniTask<bool> UnloadAsync(string location, Action<float> progressCallBack = null)
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{
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_subScenes.TryGetValue(location, out SceneHandle subScene);
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if (subScene != null)
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{
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if (subScene.SceneObject == default)
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{
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Log.Error($"Could not unload Scene while not loaded. Scene: {location}");
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return false;
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}
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if (!_handlingScene.Add(location))
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{
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Log.Warning($"Could not unload Scene while loading. Scene: {location}");
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return false;
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}
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var unloadOperation = subScene.UnloadAsync();
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if (progressCallBack != null)
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{
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while (!unloadOperation.IsDone && unloadOperation.Status != EOperationStatus.Failed)
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{
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progressCallBack.Invoke(unloadOperation.Progress);
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await UniTask.Yield();
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}
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}
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else
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{
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await unloadOperation.ToUniTask();
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}
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_subScenes.Remove(location);
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_handlingScene.Remove(location);
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return true;
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}
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Log.Warning($"UnloadAsync invalid location:{location}");
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return false;
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}
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/// <summary>
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/// 异步卸载子场景。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <param name="callBack">卸载完成回调。</param>
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/// <param name="progressCallBack">进度回调。</param>
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public void Unload(string location, Action callBack = null, Action<float> progressCallBack = null)
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{
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_subScenes.TryGetValue(location, out SceneHandle subScene);
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if (subScene != null)
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{
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if (subScene.SceneObject == default)
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{
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Log.Error($"Could not unload Scene while not loaded. Scene: {location}");
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return;
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}
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if (!_handlingScene.Add(location))
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{
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Log.Warning($"Could not unload Scene while loading. Scene: {location}");
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return;
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}
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subScene.UnloadAsync();
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subScene.UnloadAsync().Completed += @base =>
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{
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_subScenes.Remove(location);
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_handlingScene.Remove(location);
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callBack?.Invoke();
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};
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if (progressCallBack != null)
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{
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InvokeProgress(subScene, progressCallBack).Forget();
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}
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return;
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}
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Log.Warning($"UnloadAsync invalid location:{location}");
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}
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/// <summary>
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/// 是否包含场景。
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/// </summary>
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/// <param name="location">场景资源定位地址。</param>
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/// <returns>是否包含场景。</returns>
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public bool IsContainScene(string location)
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{
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if (_currentMainSceneName.Equals(location))
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{
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return true;
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}
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return _subScenes.TryGetValue(location, out var _);
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}
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}
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} |