UnloadSceneOperation.cs 3.3 KB

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  1. using UnityEngine;
  2. using UnityEngine.SceneManagement;
  3. namespace YooAsset
  4. {
  5. /// <summary>
  6. /// 场景卸载异步操作类
  7. /// </summary>
  8. public sealed class UnloadSceneOperation : AsyncOperationBase
  9. {
  10. private enum ESteps
  11. {
  12. None,
  13. CheckError,
  14. WaitDone,
  15. UnLoadScene,
  16. Done,
  17. }
  18. private ESteps _steps = ESteps.None;
  19. private readonly string _error;
  20. private readonly ProviderOperation _provider;
  21. private AsyncOperation _asyncOp = null;
  22. internal UnloadSceneOperation(string error)
  23. {
  24. _error = error;
  25. }
  26. internal UnloadSceneOperation(ProviderOperation provider)
  27. {
  28. _error = null;
  29. _provider = provider;
  30. // 注意:卸载场景前必须先解除挂起操作
  31. if (provider is SceneProvider)
  32. {
  33. var temp = provider as SceneProvider;
  34. temp.UnSuspendLoad();
  35. }
  36. else
  37. {
  38. throw new System.NotImplementedException();
  39. }
  40. }
  41. internal override void InternalStart()
  42. {
  43. _steps = ESteps.CheckError;
  44. }
  45. internal override void InternalUpdate()
  46. {
  47. if (_steps == ESteps.None || _steps == ESteps.Done)
  48. return;
  49. if (_steps == ESteps.CheckError)
  50. {
  51. if (string.IsNullOrEmpty(_error) == false)
  52. {
  53. _steps = ESteps.Done;
  54. Status = EOperationStatus.Failed;
  55. Error = _error;
  56. return;
  57. }
  58. _steps = ESteps.WaitDone;
  59. }
  60. if (_steps == ESteps.WaitDone)
  61. {
  62. if (_provider.IsDone == false)
  63. return;
  64. if (_provider.SceneObject.IsValid() == false)
  65. {
  66. _steps = ESteps.Done;
  67. Status = EOperationStatus.Failed;
  68. Error = "Scene is invalid !";
  69. return;
  70. }
  71. if (_provider.SceneObject.isLoaded == false)
  72. {
  73. _steps = ESteps.Done;
  74. Status = EOperationStatus.Failed;
  75. Error = "Scene is not loaded !";
  76. return;
  77. }
  78. _steps = ESteps.UnLoadScene;
  79. }
  80. if (_steps == ESteps.UnLoadScene)
  81. {
  82. if (_asyncOp == null)
  83. {
  84. _asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
  85. if (_asyncOp == null)
  86. {
  87. _steps = ESteps.Done;
  88. Status = EOperationStatus.Failed;
  89. Error = "Unload scene failed, see the console logs !";
  90. return;
  91. }
  92. }
  93. Progress = _asyncOp.progress;
  94. if (_asyncOp.isDone == false)
  95. return;
  96. _steps = ESteps.Done;
  97. Status = EOperationStatus.Succeed;
  98. }
  99. }
  100. internal override string InternalGetDesc()
  101. {
  102. return $"SceneName : {_provider.SceneName}";
  103. }
  104. }
  105. }