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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using MuHua;
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/// <summary>
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/// 场景 - 管理器
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/// </summary>
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public class ManagerScene : ModuleSingle<ManagerScene> {
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/// <summary> 场景加载完成 </summary>
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public static event Action OnCompleteLoad;
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/// <summary> 平滑进度 </summary>
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public float smoothedProgress;
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protected override void Awake() => NoReplace(false);
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#region 协程加载
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/// <summary> 协程加载内置场景 </summary>
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public void Load(string sceneName, Action complete = null, LoadSceneMode mode = LoadSceneMode.Single) {
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StartCoroutine(ILoad(sceneName, complete, mode));
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}
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/// <summary> 协程加载内置场景 </summary>
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public IEnumerator ILoad(string sceneName, Action complete, LoadSceneMode mode) {
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smoothedProgress = 0f;
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AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, mode);
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operation.allowSceneActivation = false;
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while (!operation.isDone) { yield return ILoad(operation); }
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SettingsProgress(false, smoothedProgress);
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complete?.Invoke();
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OnCompleteLoad?.Invoke();
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}
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/// <summary> 协程处理进度 </summary>
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public IEnumerator ILoad(AsyncOperation operation) {
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// 输出加载进度
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float progress = Mathf.Clamp01(operation.progress / 0.9f);
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smoothedProgress = Mathf.MoveTowards(smoothedProgress, progress, Time.deltaTime);
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SettingsProgress(true, smoothedProgress);
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// 当加载进度达到90%且平滑变量和实际进度一致时,激活场景
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if (operation.progress < 0.9f || smoothedProgress < 1f) { yield break; }
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operation.allowSceneActivation = true;
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}
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#endregion
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/// <summary> 设置进度 </summary>
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private void SettingsProgress(bool active, float progress) {
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// ModuleUI.LoadingSettings(active, progress);
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}
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}
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