异步加载场景

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

public class RobSceneLoad : MonoBehaviour {

    public Text text;
    public Slider slider;
    public Image fader;

    public Animator animator;
    string targetSceneName;

    private void Start()
    {
        DontDestroyOnLoad(gameObject);
    }

    public string TargetSceneName
    {
        set
        {
            targetSceneName = value;
            StartCoroutine(LoadScene(targetSceneName));
            //暗
            animator.Play("LoadAnimFadeIn");
        }
    }

    AsyncOperation asyncOperation;
 
    IEnumerator LoadScene(string sceneName)
    {
        yield return new WaitForSeconds(1.2f);
        asyncOperation = SceneManager.LoadSceneAsync(sceneName);


        while (!asyncOperation.isDone)
        {
        
            float p = asyncOperation.progress * 100 + 10f;
            if (p > 100) p = 100;
            text.text =  p + "%";

            slider.value = Mathf.Lerp(slider.value, asyncOperation.progress, Time.time);

            yield return null;
        }

        while (asyncOperation.isDone)
        {

           
            slider.value= 1;

            Invoke("FadeOut", 2);
            Invoke("Destory", 6);
            break;
        }

    }

    void FadeOut()
    {
        //亮
        animator.Play("LoadAnimFadeOut");
    }

    void Destory()
    {
        DestroyObject(gameObject);
    }

 
}
 //测试
using UnityEngine;

public class TestRobSceneLoad : MonoBehaviour
{

    void Update()
    {

        if (Input.GetKeyDown(KeyCode.L))
        {
            GameObject go = Instantiate(Resources.Load<GameObject>("RobLoad/RobLoadCanvas"));

            go.GetComponent<RobSceneLoad>().TargetSceneName = "New Scene 1";
        }

    }
}
按任意键跳转
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class RobSceneLoad : MonoBehaviour {

    public Text text;
    public Slider slider;
    public Image fader;

    public Animator animator;
    string targetSceneName;

    private void Start()
    {
        DontDestroyOnLoad(gameObject);
    }

    public string TargetSceneName
    {
        set
        {
            targetSceneName = value;
            StartCoroutine(LoadScene(targetSceneName));
            //暗
            animator.Play("LoadAnimFadeIn");
        }
    }

    AsyncOperation asyncOperation;
 
    IEnumerator LoadScene(string sceneName)
    {
        yield return new WaitForSeconds(1.2f);
        asyncOperation = SceneManager.LoadSceneAsync(sceneName);
        //不让自动进入
        asyncOperation.allowSceneActivation = false;

        while (!asyncOperation.isDone)
        {
            text.text = slider.value.ToString("P1");
            if (asyncOperation.progress < 0.9f)
                slider.value = Mathf.Lerp(slider.value, asyncOperation.progress, Time.time);
            else
            {
                slider.value = 1;
                text.text = "输入任意键进入...";
                if (Input.anyKeyDown)
                {
                    
                    asyncOperation.allowSceneActivation = true;
                    Invoke("FadeOut", 0.5f); 
                    //Invoke("Destory", 6);
                }

            }
            
            
            //离开携程
            yield return null;
        }
        

    }

    void FadeOut()
    {
        //亮
        animator.Play("LoadAnimFadeOut");
    }

    void Destory()
    {
        DestroyObject(gameObject);
    }

}

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在Unity中,你可以使用异步加载场景的方法来避免在切换场景时的卡顿或停顿。下面是一个示例代码,展示了如何使用异步加载场景: ```csharp using UnityEngine; using UnityEngine.SceneManagement; using System.Collections; public class SceneLoader : MonoBehaviour { public string sceneName; // 要加载场景名字 public void LoadSceneAsync() { StartCoroutine(LoadSceneAsyncCoroutine()); } IEnumerator LoadSceneAsyncCoroutine() { // 异步加载场景 AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName); // 等待场景加载完成 while (!asyncLoad.isDone) { // 可以在这里显示加载进度或执行其他操作 float progress = Mathf.Clamp01(asyncLoad.progress / 0.9f); // 异步加载的进度范围为0-0.9 Debug.Log("Loading progress: " + (progress * 100) + "%"); yield return null; } } } ``` 在上述代码中,我们首先定义了一个`LoadSceneAsync`方法来启动异步加载场景的过程。然后,在`LoadSceneAsyncCoroutine`协程中,我们使用`SceneManager.LoadSceneAsync`方法来异步加载指定的场景。 使用`AsyncOperation`对象可以获取加载进度,将其归一化为0-1的范围,并在需要时进行显示或其他操作。注意,在异步加载的过程中,进度会达到0.9,因此我们使用`Mathf.Clamp01`来将进度限制在0-0.9之间。 最后,使用`yield return null`来等待一帧的时间,然后再次循环检查加载进度。当加载进度达到1时,表示场景加载完成。 你可以在需要异步加载场景的地方调用`LoadSceneAsync`方法,这样就可以在切换场景时避免卡顿或停顿。
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