Unity异步加载场景,加载到100%后按任意键进入主场景

说明:
  这里通过 sceneIndex= PlayerPrefs.GetInt("SceneIndex"); 来确定要加载的场景索引。 根据需求自己设定PlayerPrefs.SetInt("SceneIndex"); 即可

  直接赋值将对应组件拖拽上即可
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脚本如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using DG.Tweening;
using QFramework;

//场景的异步加载
public class LoadSceneAsyncController : MonoBehaviour
{
    
    
    [Header("场景加载进度条:")]
    public Slider scene_Slider;
    [Header("进度条显示:")]
    public Text process_Txt;
    [Header("进度条提示信息:")]
    public Text tips_Txt;

    AsyncOperation _async;
    int sceneIndex=0;

    //是否可以进入场景
    private bool isCanIntoScene = false;

    void Start()
    {
    
    
        scene_Slider.value = 0;
        tips_Txt.text = "资源加载中...";
        isCanIntoScene = false;
    }

     void OnEnable()
    {
    
    
        StartCoroutine(LoadAsync_IE(sceneIndex));
    }

    void Update()
    {
    
    
       
        if (Input.anyKeyDown&&isCanIntoScene)
        {
    
    
            _async.allowSceneActivation = true;
            isCanIntoScene = false;
        }
    }
    
    IEnumerator LoadAsync_IE(int sceneIndex)
    {
    
    
        sceneIndex= PlayerPrefs.GetInt("SceneIndex");
        Debug.Log("当前场景索引为:" + sceneIndex);
        yield return new WaitForSeconds(0.1f);
        Debug.Log("当前的场景索引为:" + sceneIndex);
        _async = SceneManager.LoadSceneAsync(sceneIndex);
        float nowProgress = 0;
        float endProgress = 0;
        _async.allowSceneActivation = false;

        while (_async.progress < 0.9f)
        {
    
    
            endProgress = _async.progress * 100f;

            while (nowProgress < endProgress)
            {
    
    
                ++nowProgress;
                scene_Slider.value = nowProgress / 100;
                process_Txt.text = (int)(nowProgress) + "%";
                yield return new WaitForEndOfFrame();
            }
        }

        endProgress = 100;
        while (nowProgress < endProgress)
        {
    
    
            ++nowProgress;
            scene_Slider.value = nowProgress / 100;
            process_Txt.text = (int)(nowProgress) + "%";
            yield return new WaitForEndOfFrame();
        }
        
        isCanIntoScene = true;
        //tips_Txt.gameObject.SetActive(true);
        tips_Txt.text = "按下任意键继续...";
        
        tips_Txt.DOFade(1, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(0, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(1, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(0, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(1, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(0, 0.5f);
        yield return new WaitForSeconds(0.5f);
        tips_Txt.DOFade(1, 0.5f);
    }
}

加载进度条:
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转载自blog.csdn.net/weixin_44446603/article/details/119487151