NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/SubSystems/GameSceneManager.cs

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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using PhxhSDK;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
namespace Gameplay.SubSystems
{
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public class GameSceneManager : Singlenton<GameSceneManager>
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{
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public class SceneHandle
{
public Scene Scene { get; private set; }
public SceneHandle(Scene scene)
{
Scene = scene;
}
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public Camera SceneMainCamera => Scene.GetRootGameObjects()
.FirstOrDefault(r => r.GetComponent<Camera>() != null)?.GetComponent<Camera>();
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}
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public enum EnumScene
{
GameStart, // 登录场景
GameMain, // 主场景
GameLevel // 关卡(战场)场景
}
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public const string SCENE_PREFIX = "Assets/Scenes/";
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public const string START_SCENE_NAME = "StartScene";
public const string LEVEL_SCENE_NAME = "LevelScene";
public const string MAIN_SCENE_NAME = "MainScene";
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public const string SCENE_SUFFIX = ".unity";
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private Dictionary<string, AsyncOperationHandle<SceneInstance>> _sceneOpDic = new();
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public async UniTask<LoadingResult> ChangeScene(EnumScene enumScene)
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{
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string sceneName = SCENE_PREFIX;
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switch (enumScene)
{
case EnumScene.GameStart:
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sceneName += START_SCENE_NAME;
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break;
case EnumScene.GameMain:
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sceneName += MAIN_SCENE_NAME;
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break;
case EnumScene.GameLevel:
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sceneName += LEVEL_SCENE_NAME;
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break;
default:
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DebugUtil.LogError("{0}.ChangeScene, {1} has no scene name matched", GetType(), enumScene);
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sceneName += START_SCENE_NAME;
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break;
}
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sceneName += SCENE_SUFFIX;
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await LoadSceneAsync(sceneName);
return LoadingResult.Success;
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}
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public async UniTask<SceneHandle> LoadSceneAsync(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
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{
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if (string.IsNullOrEmpty(scenePath))
{
DebugUtil.LogError($"ScenePath is null!");
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return null;
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}
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if (mode == LoadSceneMode.Single)
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_sceneOpDic.Clear();
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if (!_sceneOpDic.TryGetValue(scenePath, out var op))
{
op = Addressables.LoadSceneAsync(scenePath, mode);
_sceneOpDic.Add(scenePath, op);
}
await op.ToUniTask();
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return new(op.Result.Scene);
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}
public async UniTask UnLoadSceneAsync(string scenePath)
{
if (string.IsNullOrEmpty(scenePath))
{
DebugUtil.LogError($"ScenePath is null!");
return;
}
if (!_sceneOpDic.TryGetValue(scenePath, out var op))
{
Debug.LogError($"该场景没有被加载过 scenePath:{scenePath}");
return;
}
_sceneOpDic.Remove(scenePath);
await Addressables.UnloadSceneAsync(op).ToUniTask();
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}
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public float GetSceneLoadingProgress(string scenePath)
{
if (_sceneOpDic.TryGetValue(scenePath, out var op))
{
return op.PercentComplete;
}
return 0;
}
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/// <summary>
/// 打开UI预览场景当某个UI需要单独渲染场景时使用(如PVP布阵营地等)
/// 此时场景中的相机会只渲染UI场景内的物件
/// </summary>
/// <param name="scenePath"></param>
/// <param name="mode"></param>
/// <returns></returns>
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public async UniTask<SceneHandle> LoadSceneForUIView(string scenePath,
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LoadSceneMode mode = LoadSceneMode.Single)
{
var sceneHandle = await LoadSceneAsync(scenePath, mode);
if (sceneHandle == null)
{
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return null;
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}
var scene = sceneHandle.Scene;
var groundLayer = LayerMask.NameToLayer("Ground");
var UIViewLayer = LayerMask.NameToLayer("UIView");
var UIViewMask = LayerMask.GetMask("UIView","Ground");
//调整所有物品的层级
var roots = scene.GetRootGameObjects();
foreach (var root in roots)
{
//将所有gameObject设置为UIView层
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root.SetLayerEx(UIViewLayer,groundLayer);
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}
//设置相机的culling mask
foreach (var root in roots)
{
var cam = root.GetComponent<Camera>();
if (!cam)
continue;
cam.cullingMask = UIViewMask;
}
//设置光源culling mask
var lights = Object.FindObjectsOfType<Light>();
foreach (var light in lights)
{
if (light.gameObject.scene != scene)
continue;
light.cullingMask = UIViewMask;
}
//切换全局GI
SceneManager.SetActiveScene(scene);
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var result = new SceneHandle(scene);
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//CameraManager.Instance.AddCameraStack(sceneHandle.SceneMainCamera);
sceneHandle.SceneMainCamera.targetTexture = CameraManager.Instance.MainCamera.targetTexture;
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return result;
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}
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}
}