Unity异步加载场景

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class LoadScene : MonoBehaviour
{
    private AsyncOperation async;
    public Slider slider;
    public Text text;
    public Text CurLevel;

    void Start()
    {
        CurLevel.text = PlayerPrefs.GetInt("CurLevel", 1).ToString();
        StartCoroutine("Load");
    }

    IEnumerator Load()
    {
        //异步加载场景
        async = SceneManager.LoadSceneAsync("GameScene");
        //不允许自动加载场景
        async.allowSceneActivation = false;
       
        while (!async.isDone && async.progress < 0.8f)
        {
            yield return async;
        }
    }

    void Update()
    {
        if (async.progress < 0.8f)
        {
            slider.value = async.progress;
        }
        else
        {
            slider.value = 1;
            async.allowSceneActivation = true;
        }

        text.text = (slider.value * 100).ToString("0") + "%";
    }
}

  async.progress值达到0.8时就已经记载完成了。

 

  另一种异步加载方式:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class Loading : MonoBehaviour {
    public string SceneName;

    private Text txt_progress;
    private AsyncOperation ao;
    private bool isLoad = false;

	void Awake()
    {
        txt_progress = GetComponent<Text>();
        gameObject.SetActive(true);
        StartCoroutine("Load");
    }

    IEnumerator Load()
    {
        int displayProgress = -1;
        int toProgress = 100;

        while(displayProgress < toProgress)
        {
            ++displayProgress;
            ShowProgress(displayProgress);

            if (!isLoad)
            {
                ao = SceneManager.LoadSceneAsync(SceneName);
                ao.allowSceneActivation = false;
                isLoad = true;
            }

            yield return new WaitForEndOfFrame();
        }

        ao.allowSceneActivation = true;
        StopCoroutine("Load");
    }

    void ShowProgress(int progress)
    {
        txt_progress.text = progress + "%";
    }
}

 

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值