unity 异步加载

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

public class LoadSceneNumber : MonoBehaviour
{
    private Slider sliders;
    private Text uiText;


    private void Awake()
    {

        this .gameObject .SetActive(false);
        sliders = this.gameObject.transform.Find("Slider").GetComponent<Slider>();
        uiText = this.gameObject.transform.Find("uiText").GetComponent<Text>();

    }


    public void LoadGameScene(string names)
    {
        this.gameObject.SetActive(true);
        uiText.text = "加载资源:0%";
        StartCoroutine(LoadScenes(names));

    }

    IEnumerator LoadScenes(string sceneName)
    {
        int displayProgress = 0;
        int toProgress = 0;

AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneName);
        //AsyncOperation asyncOperation = Application.LoadLevelAsync(sceneName);
        //置为False ,目的是为了防止加载完后unity自动切换场景
        asyncOperation.allowSceneActivation = false;

        while (asyncOperation.progress < 0.9f)
        {
            toProgress = (int)(asyncOperation.progress * 100);
            while (displayProgress < toProgress)
            {
                //  每次在原有加载的进度条的基础上加1 , 为了让看上去是连续加载的
                ++displayProgress;
                SetLoadingPercentage(displayProgress);
                yield return new WaitForEndOfFrame();
            }
            yield return new WaitForEndOfFrame();
        }

        toProgress = 100;
        while (displayProgress < toProgress)
        {
            ++displayProgress;
            SetLoadingPercentage(displayProgress);
            yield return new WaitForEndOfFrame();
            uiText.text = "加载资源:" + displayProgress + "%";
        }
        asyncOperation.allowSceneActivation = true;
    }

    void SetLoadingPercentage(int percentage)
    {
        sliders.value = (float)percentage / 100;

    }

}

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