166 lines
5.3 KiB
C#
166 lines
5.3 KiB
C#
using System.Collections.Generic;
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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;
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using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
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namespace Gameplay.SubSystems
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{
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public class GameSceneManager : Singlenton<GameSceneManager>
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{
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public class SceneHandle
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{
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public Scene Scene { get; private set; }
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public SceneHandle(Scene scene)
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{
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Scene = scene;
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}
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}
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public enum EnumScene
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{
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GameStart, // 登录场景
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GameMain, // 主场景
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GameLevel // 关卡(战场)场景
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}
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public const string SCENE_PREFIX = "Assets/Scenes/";
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public const string START_SCENE_NAME = "StartScene";
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public const string LEVEL_SCENE_NAME = "LevelScene";
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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 ChangeScene(EnumScene enumScene)
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{
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string sceneName = SCENE_PREFIX;
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switch (enumScene)
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{
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case EnumScene.GameStart:
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sceneName += START_SCENE_NAME;
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break;
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case EnumScene.GameMain:
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sceneName += MAIN_SCENE_NAME;
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break;
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case EnumScene.GameLevel:
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sceneName += LEVEL_SCENE_NAME;
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break;
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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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}
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sceneName += SCENE_SUFFIX;
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await LoadSceneAsync(sceneName);
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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))
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{
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DebugUtil.LogError($"ScenePath is null!");
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return null;
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}
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if (mode == LoadSceneMode.Single)
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_sceneOpDic.Clear();
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if (!_sceneOpDic.TryGetValue(scenePath, out var op))
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{
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op = Addressables.LoadSceneAsync(scenePath, mode);
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_sceneOpDic.Add(scenePath, op);
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}
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await op.ToUniTask();
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return new(op.Result.Scene);
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}
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public async UniTask UnLoadSceneAsync(string scenePath)
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{
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if (string.IsNullOrEmpty(scenePath))
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{
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DebugUtil.LogError($"ScenePath is null!");
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return;
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}
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if (!_sceneOpDic.TryGetValue(scenePath, out var op))
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{
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Debug.LogError($"该场景没有被加载过 scenePath:{scenePath}");
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return;
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}
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_sceneOpDic.Remove(scenePath);
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await Addressables.UnloadSceneAsync(op).ToUniTask();
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}
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public float GetSceneLoadingProgress(string scenePath)
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{
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if (_sceneOpDic.TryGetValue(scenePath, out var op))
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{
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return op.PercentComplete;
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}
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return 0;
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}
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//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)
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//此时场景中的相机会只渲染UI场景内的物件
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public async UniTask<RenderTexture> LoadSceneForUIView(string scenePath,
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LoadSceneMode mode = LoadSceneMode.Single)
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{
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var sceneHandle = await LoadSceneAsync(scenePath, mode);
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if (sceneHandle == null)
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{
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return null;
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}
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var scene = sceneHandle.Scene;
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var groundLayer = LayerMask.NameToLayer("Ground");
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var UIViewLayer = LayerMask.NameToLayer("UIView");
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var UIViewMask = LayerMask.GetMask("UIView","Ground");
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//调整所有物品的层级
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var roots = scene.GetRootGameObjects();
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foreach (var root in roots)
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{
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//将所有gameObject设置为UIView层
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root.SetLayerEx(UIViewLayer,groundLayer);
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}
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//设置相机的culling mask
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RenderTexture rt = null;
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//var cameras = Object.FindObjectsOfType<Camera>();
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foreach (var root in roots)
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{
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var cam = root.GetComponent<Camera>();
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if (!cam)
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continue;
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cam.cullingMask = UIViewMask;
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if (root.CompareTag("MainCamera"))
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{
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rt = cam.targetTexture;
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}
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}
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//设置光源culling mask
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var lights = Object.FindObjectsOfType<Light>();
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foreach (var light in lights)
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{
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if (light.gameObject.scene != scene)
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continue;
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light.cullingMask = UIViewMask;
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}
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//切换全局GI
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SceneManager.SetActiveScene(scene);
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return rt;
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}
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}
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} |