unity3D 异步场景加载

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

public class AsyncLoadScene : MonoBehaviour {

    public Slider slider;
    public Text text;
    float loadingSpeed = 1;
    float targetValue;
    AsyncOperation async;
    public FadeInOut m_fade;
    public AudioSource audio;

    // Use this for initialization
    void Start () {
		if(SceneManager.GetActiveScene().name==("Loading"))
        {
            StartCoroutine(AsyncLoading());
        }
	}

    IEnumerator AsyncLoading()
    {
        async = SceneManager.LoadSceneAsync(Globe.nextSceneName);
        async.allowSceneActivation = false;
        yield return async;
    }
	
	// Update is called once per frame
	void Update () {

        if (slider == null)
            return;
        if (text == null)
            return;

        targetValue = async.progress;
        if(async.progress>=0.9f)
        {
            targetValue = 1;
        }

        if(targetValue!=slider.value)
        {
            slider.value = Mathf.Lerp(slider.value, targetValue, Time.deltaTime * loadingSpeed);
            if(Mathf.Abs(slider.value- targetValue)<0.01f)
            {
                slider.value = targetValue;
            }
        }

        text.text = ((int)(slider.value * 100)).ToString() + "%";
        if ((int)(slider.value * 100)==100)
        {
            m_fade.BackGroundControl(true);
            StartCoroutine(WaitTwo());       
        }

    }

    IEnumerator WaitTwo()
    {
        yield return new WaitForSeconds(2.8f);
        async.allowSceneActivation = true;
    }

    public void LoadNewScene()
    {
        audio.Play();
        Globe.nextSceneName = "Game";
        m_fade.BackGroundControl(true);
        StartCoroutine(Wait());
    }

    IEnumerator Wait()
    {
        yield return new WaitForSeconds(2.8f);
        SceneManager.LoadScene(1);
    }

}

public class Globe
{
    public static string nextSceneName;
}


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