YanCheng_Metrology/Assets/Scripts/ProjectBase/ScenesManager/ScenesManager.cs

52 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
public class ScenesManager : BaseManager<ScenesManager>
{
private ScenesManager() { }
/// <summary>
/// 同步加载场景
/// </summary>
/// <param name="sceneName">场景名称</param>
/// <param name="action">场景加载后需要做的</param>
public void LoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
SceneManager.LoadScene(sceneName, loadSceneMode);
action?.Invoke();
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="sceneName">场景名称</param>
/// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</param>
public void LoadSceneAsyn(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
MonoMgr.Instance.StartCoroutine(ReallyLoadScene(sceneName, action));
}
/// <summary>
/// 协程加载场景
/// </summary>
/// <param name="sceneName">场景名称</param>
/// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</param>
/// <returns></returns>
private IEnumerator ReallyLoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
AsyncOperation ao = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
do
{
//分发事件
yield return ao.progress;
}
while (!ao.isDone);
GlobalFlag.currentSceneName = sceneName;
action?.Invoke();
}
}