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