因为公司没什么大牛,所以很多东西只能自己摸索。
好像网上加载场景和切换场景有2种主流的方式
1)用Scenemanager加载和切换scene
2)将scene做成prefab,加载和切换prefab
我用的是第二种方式
1)将preafab打包成assetbundle
代码如下 :
// Builds an asset bundle from the selected objects in the project view.
// to build the Asset Bundle
using UnityEngine;
using UnityEditor;
public class ExportAssetBundles {
[MenuItem("Assets/Build AssetBundle From Selection - Track dependencies -Android")]
static void ExportResource () {
// Bring up save panel
string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0) {
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android);
Selection.objects = selection;
}
}
}
当然也可以用添加AssetBundle Name 的方式来统一打包。
不建议用第一种方式,好像会把依赖的资源全打进去,而且官方已经放弃
2)加载和切换
代码如下:
IEnumerator CoChangeScene(GameScene _scene )
{
//销毁当前场景
for(int i=0;i<sce_scene.Length;i++)
{
if(sce_scene[i]!=null&&i!=(int)_scene)
{
DestroyImmediate(sce_scene[i]);
sce_scene[i]=null;
}
}
Resources.UnloadUnusedAssets();
GC.Collect();
if ((pf_scene [(int)_scene]) != null) {
sce_scene [(int)_scene] = Instantiate (pf_scene [(int)_scene]) as GameObject;
} else {
yield return StartCoroutine (StResource.GetInstance ().CoLoadScene (_scene));
sce_scene [(int)_scene] = Instantiate (StResource.GetInstance ().GetScene (_scene)) as GameObject;
}
sce_scene[(int)_scene].transform.SetParent(this.transform.parent.transform);
sce_scene[(int)_scene].transform.localPosition=new Vector3(0,0,0);
sce_scene[(int)_scene].transform.localScale=new Vector3(1,1,1);
this.transform.SetAsLastSibling();
StResource.GetInstance().UnLoadScene( _scene,false);
yield return null;
}
这就是我的切换逻辑了,很简陋,但也勉强能用,