IndieGame/client/Assets/Ether/Scripts/Module/Scenes/SceneSystemManager.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

190 lines
6.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/********************************************************************
文件: SceneManager.cs
作者:梦语
邮箱1982614048@qq.com
日期2024/02/19 14:26:48
功能:场景管理
*********************************************************************/
using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityTimer;
namespace Ether
{
public class SceneSystemManager : SingletonAutoMono<SceneSystemManager>
{
private Dictionary<string, SceneSoundData> allSceneAudio;
private void PlaySceneAudio(string sceneName)
{
if (allSceneAudio == null)
{
allSceneAudio = new Dictionary<string, SceneSoundData>();
if (FileTools.ReadFileForJson(PathTools.SceneAudioCfg, out List<SceneSoundData> list))
{
foreach (var data in list)
{
if (!allSceneAudio.ContainsKey(data.sceneName))
{
allSceneAudio.Add(data.sceneName, data);
}
}
}
}
if (AudioManager.Inst.IsPlayingBgAudio())
{
DOTween.To(() => AudioManager.Inst.BackGroundVolume, (x) =>
{
AudioManager.Inst.BackGroundVolume = x;
}, 0, 1).OnComplete(() =>
{
AudioManager.Inst.StopBgAudio();
if (allSceneAudio.TryGetValue(sceneName, out SceneSoundData soundData))
{
if (soundData.soundDataList.Count > 0)
{
int playIndex = UnityEngine.Random.Range(0, soundData.soundDataList.Count - 1);
SoundData playData = soundData.soundDataList[playIndex];
AudioManager.Inst.BackGroundVolume = playData.volum;
AudioManager.Inst.PlayBgAudio(playData.name);
}
}
});
}
else
{
if (allSceneAudio.TryGetValue(sceneName, out SceneSoundData soundData))
{
if (soundData.soundDataList.Count > 0)
{
int playIndex = UnityEngine.Random.Range(0, soundData.soundDataList.Count - 1);
SoundData playData = soundData.soundDataList[playIndex];
AudioManager.Inst.BackGroundVolume = playData.volum;
AudioManager.Inst.PlayBgAudio(playData.name);
}
}
}
}
#region
public void LoadScene(string sceneName, LoadSceneMode mode = LoadSceneMode.Single)
{
if (SceneManager.GetActiveScene().name == sceneName)
{
return;
}
PlaySceneAudio(sceneName);
SceneManager.LoadScene(sceneName, mode);
}
public void LoadScene(int sceneBuildIndex, LoadSceneMode mode = LoadSceneMode.Single)
{
if (SceneManager.GetActiveScene().buildIndex == sceneBuildIndex)
{
return;
}
SceneManager.LoadScene(sceneBuildIndex, mode);
}
public Scene LoadScene(string sceneName, LoadSceneParameters loadSceneParameters)
{
if (SceneManager.GetActiveScene().name == sceneName)
{
return default;
}
PlaySceneAudio(sceneName);
return SceneManager.LoadScene(sceneName, loadSceneParameters);
}
public Scene LoadScene(int sceneBuildIndex, LoadSceneParameters loadSceneParameters)
{
if (SceneManager.GetActiveScene().buildIndex == sceneBuildIndex)
{
return default;
}
return SceneManager.LoadScene(sceneBuildIndex, loadSceneParameters);
}
#endregion
#region
public void LoadSceneAsync(string sceneName, Action<float> callBack = null, LoadSceneMode mode = LoadSceneMode.Single)
{
if (SceneManager.GetActiveScene().name == sceneName)
{
return;
}
MonoManager.Inst.StartCoroutine(DoLoadSceneAsync(sceneName, callBack, mode));
}
public void LoadSceneAsync(int sceneIndex, Action<float> callBack = null, LoadSceneMode mode = LoadSceneMode.Single)
{
if (SceneManager.GetActiveScene().buildIndex == sceneIndex)
{
return;
}
MonoManager.Inst.StartCoroutine(DoLoadSceneAsync(sceneIndex, callBack, mode));
}
private IEnumerator DoLoadSceneAsync(int sceneIndex, Action<float> loadingCallBack = null, LoadSceneMode mode = LoadSceneMode.Single)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneIndex, mode);
// 等待直到场景加载完成
while (!asyncLoad.isDone)
{
// 可以在这里添加加载进度条的更新逻辑
float progress = asyncLoad.progress;
// 更新UI进度条
loadingCallBack?.Invoke(progress);
// 等待下一帧
yield return null;
}
loadingCallBack?.Invoke(1);
// 场景加载完成,自动跳转到新场景
SceneManager.SetActiveScene(SceneManager.GetSceneAt(sceneIndex));
EventCenter.BroadCast("LoadSceneSuccess");
}
private IEnumerator DoLoadSceneAsync(string sceneName, Action<float> loadingCallBack = null, LoadSceneMode mode = LoadSceneMode.Single)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName, mode);
// 等待直到场景加载完成
while (!asyncLoad.isDone)
{
// 可以在这里添加加载进度条的更新逻辑
float progress = asyncLoad.progress;
// 更新UI进度条
loadingCallBack?.Invoke(progress);
// 等待下一帧
yield return null;
}
loadingCallBack?.Invoke(1);
// 场景加载完成,自动跳转到新场景
SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
PlaySceneAudio(sceneName);
EventCenter.BroadCast("LoadSceneSuccess");
}
#endregion
}
}