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- using UnityEngine;
- using UnityEngine.SceneManagement;
- namespace YooAsset
- {
- internal sealed class DatabaseSceneProvider : ProviderBase
- {
- public readonly LoadSceneMode SceneMode;
- private readonly bool _activateOnLoad;
- private readonly int _priority;
- private AsyncOperation _asyncOp;
- public override float Progress
- {
- get
- {
- if (_asyncOp == null)
- return 0;
- return _asyncOp.progress;
- }
- }
- public DatabaseSceneProvider(string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority) : base(providerGUID, assetInfo)
- {
- SceneMode = sceneMode;
- _activateOnLoad = activateOnLoad;
- _priority = priority;
- }
- public override void Update()
- {
- #if UNITY_EDITOR
- if (IsDone)
- return;
- if (Status == EStatus.None)
- {
- Status = EStatus.Loading;
- }
- // 1. 加载资源对象
- if (Status == EStatus.Loading)
- {
- LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
- loadSceneParameters.loadSceneMode = SceneMode;
- _asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
- if (_asyncOp != null)
- {
- _asyncOp.allowSceneActivation = true;
- _asyncOp.priority = _priority;
- SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
- Status = EStatus.Checking;
- }
- else
- {
- Status = EStatus.Fail;
- LastError = $"Failed to load scene : {MainAssetInfo.AssetPath}";
- YooLogger.Error(LastError);
- InvokeCompletion();
- }
- }
- // 2. 检测加载结果
- if (Status == EStatus.Checking)
- {
- if (_asyncOp.isDone)
- {
- if (SceneObject.IsValid() && _activateOnLoad)
- SceneManager.SetActiveScene(SceneObject);
- Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
- if (Status == EStatus.Fail)
- {
- LastError = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
- YooLogger.Error(LastError);
- }
- InvokeCompletion();
- }
- }
- #endif
- }
- }
- }
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