场景跳转的异步加载

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可以设置是否需要进度条

进度条的值可以读取实际数值(asyn.progress)也可自定义

加载进度的形式可以自定义

public class ScenesManager : BaseManager<ScenesManager> {

    private Slider uislider;
    //进度条value
    private int barProgress;
    public delegate void DelAfterLoadScene();
    public DelAfterLoadScene theDel;
    public string willShowSceneName;
    //异步对象
    AsyncOperation asyn;
    public void LoadNextScene(string sceneName, DelAfterLoadScene del, bool isLoading = false)
    {
        willShowSceneName = sceneName;
        theDel = del;
        if (isLoading)
        {
            UIManager.GetInstance.ShowUI(EUiId.LoadingView);
            barProgress = 0;
            if (uislider == null)
            {
                uislider = GameObject.Find("ProgressBar").gameObject.GetComponent<Slider>();
            }
            //开启一个异步任务
            StartCoroutine(LoadScene(sceneName));
        }
        else
        {
            SceneManager.LoadScene(sceneName);

            GameTool.ClearMemory();
        }
      
    }
    IEnumerator LoadScene(string sceneName)
    {
        asyn = SceneManager.LoadSceneAsync(sceneName);
        asyn.allowSceneActivation = false;
        yield return asyn;
    }

    protected override void Update()
    {
        if (asyn == null)
        {
            return;
        }
        int theProgress = 0;

        //asyn.progress的范围是0~1(最大检测范围到0.9,所以在0.9的时候就可以显示场景了)
        if (asyn.progress < 0.9f)
        {
            //正在加载场景中ing
            theProgress = (int)asyn.progress * 100;
        }
        else
        {
            theProgress = 100;
        }

        if (barProgress < theProgress)
        {
            barProgress++;
        }

        uislider.value = barProgress / 100f;

        if (barProgress == 100)
        {
            asyn.allowSceneActivation = true;
        }
        if (asyn.isDone)
        {
            if (theDel != null) theDel();
            asyn = null;
        }
    }
}

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转载自blog.csdn.net/qq_37310110/article/details/85600549