43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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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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public static class LoadHelper
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{
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private static Dictionary<string, AsyncOperationHandle<SceneInstance>> currentSceneLoads = new Dictionary<string, AsyncOperationHandle<SceneInstance>>();
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public static AsyncOperationHandle StartLoadSceneAdditiveAsync(string _sceneGuid)
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{
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AsyncOperationHandle<SceneInstance> asyncOperationHandle = Addressables.LoadSceneAsync(_sceneGuid, LoadSceneMode.Additive, activateOnLoad: false);
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if (!currentSceneLoads.ContainsKey(_sceneGuid))
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{
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currentSceneLoads[_sceneGuid] = asyncOperationHandle;
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}
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return asyncOperationHandle;
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}
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public static IEnumerator LoadSceneAdditivelyAsync(string _sceneGuid)
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{
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AsyncOperationHandle<SceneInstance> handler;
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if (!currentSceneLoads.ContainsKey(_sceneGuid))
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{
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handler = Addressables.LoadSceneAsync(_sceneGuid, LoadSceneMode.Additive, activateOnLoad: false);
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yield return handler;
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}
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else
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{
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handler = currentSceneLoads[_sceneGuid];
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currentSceneLoads.Remove(_sceneGuid);
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yield return handler;
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}
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Scene oldScene = SceneManager.GetActiveScene();
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SceneInstance newScene = handler.Result;
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yield return newScene.ActivateAsync();
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SceneManager.SetActiveScene(newScene.Scene);
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SceneManager.UnloadSceneAsync(oldScene);
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}
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}
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