feat(init): 搭建初始的项目框架
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84
Assets/Script/Core/ScenesManager.cs
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84
Assets/Script/Core/ScenesManager.cs
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections;
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namespace Core
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{
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public class ScenesManager : MonoSingleton<ScenesManager>
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{
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public static ScenesManager Instance { get; private set; }
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private string currentGameplayScene;
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private bool IsLoadGameplayUI = false;
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void Awake()
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{
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if (Instance != null)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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//DontDestroyOnLoad(gameObject);
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}
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public void LoadMainMenu()
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{
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if (IsLoadGameplayUI)
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{
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// 如果已经加载过游戏内UI场景,则卸载掉
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StartCoroutine(UnloadScene("UIScene"));
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IsLoadGameplayUI = false;
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}
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// 加载主菜单场景,需要卸载掉除了Core以外的所有场景
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StartCoroutine(SwitchGameplay("StartMenu"));
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}
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public void LoadGameplay(string sceneName)
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{
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StartCoroutine(SwitchGameplay(sceneName));
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if (!IsLoadGameplayUI)
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{
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// 只加载一次游戏内UI场景
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StartCoroutine(LoadSceneAdditive("UIScene"));
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IsLoadGameplayUI = true;
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}
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}
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/// <summary>
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/// 切换游戏场景,卸载当前的游戏场景,加载新的游戏场景
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/// 适用于在游戏内切换场景
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/// </summary>
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/// <param name="newScene"></param>
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/// <returns></returns>
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private IEnumerator SwitchGameplay(string newScene)
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{
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if (!string.IsNullOrEmpty(currentGameplayScene))
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{
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yield return UnloadScene(currentGameplayScene);
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}
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yield return LoadSceneAdditive(newScene);
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currentGameplayScene = newScene;
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}
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private IEnumerator LoadSceneAdditive(string sceneName)
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{
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var async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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while (!async.isDone)
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{
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yield return null;
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}
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}
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private IEnumerator UnloadScene(string sceneName)
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{
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var async = UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(sceneName);
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while (!async.isDone)
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{
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yield return null;
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}
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}
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}
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}
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