using System.Collections; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.ResourceManagement.ResourceProviders; using UnityEngine.SceneManagement; using BaseGames.Core.Events; namespace BaseGames.Core { /// /// Addressables 场景加载器(Phase 0 骨架)。 /// 监听 EVT_SceneLoadRequest,Additive 加载指定场景,完成后发布 EVT_SceneLoaded。 /// Phase 1 完整实现由 SceneService 包装调用。 /// [DefaultExecutionOrder(-950)] public class SceneLoader : MonoBehaviour { [Header("Event Channels - Listen")] [SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest; [Header("Event Channels - Raise")] [SerializeField] private StringEventChannelSO _onSceneLoaded; private string _currentRoomScene; private AsyncOperationHandle _currentHandle; private void OnEnable() { if (_onSceneLoadRequest != null) _onSceneLoadRequest.OnEventRaised += HandleRequest; } private void OnDisable() { if (_onSceneLoadRequest != null) _onSceneLoadRequest.OnEventRaised -= HandleRequest; } private void HandleRequest(SceneLoadRequest request) => StartCoroutine(LoadSceneCoroutine(request)); private IEnumerator LoadSceneCoroutine(SceneLoadRequest request) { // 卸载旧场景 if (!string.IsNullOrEmpty(_currentRoomScene) && _currentHandle.IsValid()) { var unloadOp = Addressables.UnloadSceneAsync(_currentHandle); yield return unloadOp; } // 加载新场景(Additive) var loadOp = Addressables.LoadSceneAsync(request.SceneName, LoadSceneMode.Additive); yield return loadOp; if (loadOp.Status == AsyncOperationStatus.Succeeded) { _currentHandle = loadOp; _currentRoomScene = request.SceneName; _onSceneLoaded?.Raise(request.SceneName); } else { Debug.LogError($"[SceneLoader] 加载场景失败:{request.SceneName}"); } } /// 手动卸载当前房间场景(供 SceneService 调用)。 public IEnumerator UnloadCurrentCoroutine() { if (!_currentHandle.IsValid()) yield break; var unloadOp = Addressables.UnloadSceneAsync(_currentHandle); yield return unloadOp; _currentRoomScene = null; } } }