Unity 使用Unirx和携程两种方案实现场景异步加载
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2022-04-03 08:39:18
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Unity 使用Unirx和携程两种方案实现场景异步加载
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UniRx;
public class LoadScene : MonoBehaviour
{
public UIProgressBar uiProgressBar;
public UILabel uiLabel;
private float tarValue;
private float currValue = 0f;
private void Start()
{
//LoadAsyncScene();
StartCoroutine(LoadAsyncSceneIEnumerator());
}
private void LoadAsyncScene()
{
var progressObservable = new ScheduledNotifier<float>();
var loadSceneAsync = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("GameScene");
loadSceneAsync.allowSceneActivation = false;
loadSceneAsync.AsAsyncOperationObservable(progressObservable)
.Subscribe(operation =>
{
Debug.Log("场景加载完毕");
});
progressObservable.Subscribe(progress =>
{
tarValue = progress*100f;
});
Observable.EveryUpdate().Subscribe(_ =>
{
if (currValue < tarValue)
{
currValue++;
uiProgressBar.value = currValue / 100f;
uiLabel.text = $"当前加载进度:{currValue}%";
return;
}
if (currValue >= 90f)
{
currValue++;
uiProgressBar.value = currValue / 100f;
uiLabel.text = $"当前加载进度:{currValue}%";
if (currValue >= 100f)
loadSceneAsync.allowSceneActivation = true;
}
});
}
private IEnumerator LoadAsyncSceneIEnumerator()
{
var loadSceneAsync = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("GameScene");
loadSceneAsync.allowSceneActivation = false;
while (loadSceneAsync.progress<0.9f)
{
tarValue = loadSceneAsync.progress * 100f;
while (currValue<tarValue)
{
currValue++;
uiProgressBar.value = currValue / 100f;
uiLabel.text = $"当前加载进度:{currValue}%";
yield return null;
}
yield return null;
}
tarValue = 100f;
while (currValue<tarValue)
{
currValue++;
uiProgressBar.value = currValue / 100f;
uiLabel.text = $"当前加载进度:{currValue}%";
yield return null;
}
loadSceneAsync.allowSceneActivation = true;
}
}
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