- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
This commit is contained in:
@@ -0,0 +1,66 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework.Scene;
|
||||
using UnityGameFramework.Runtime;
|
||||
using LoadSceneFailureEventArgs = UnityGameFramework.Runtime.LoadSceneFailureEventArgs;
|
||||
using LoadSceneSuccessEventArgs = UnityGameFramework.Runtime.LoadSceneSuccessEventArgs;
|
||||
using UnloadSceneFailureEventArgs = UnityGameFramework.Runtime.UnloadSceneFailureEventArgs;
|
||||
using UnloadSceneSuccessEventArgs = UnityGameFramework.Runtime.UnloadSceneSuccessEventArgs;
|
||||
|
||||
namespace SepCore.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene 异步扩展方法
|
||||
/// </summary>
|
||||
public static class SceneAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步加载场景
|
||||
/// </summary>
|
||||
/// <param name="sceneComponent">场景组件</param>
|
||||
/// <param name="sceneAssetName">场景资源名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>加载成功事件</returns>
|
||||
public static UniTask<LoadSceneSuccessEventArgs> LoadSceneAsync(this SceneComponent sceneComponent,
|
||||
string sceneAssetName,
|
||||
object userData = null,
|
||||
float timeout = 60f)
|
||||
{
|
||||
UniTask<LoadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadSceneSuccessEventArgs, LoadSceneFailureEventArgs>(
|
||||
LoadSceneSuccessEventArgs.EventId,
|
||||
LoadSceneFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
);
|
||||
|
||||
sceneComponent.LoadScene(sceneAssetName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步卸载场景
|
||||
/// </summary>
|
||||
/// <param name="sceneComponent">场景组件</param>
|
||||
/// <param name="sceneAssetName">场景资源名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>卸载成功事件</returns>
|
||||
public static UniTask<UnloadSceneSuccessEventArgs> UnloadSceneAsync(this SceneComponent sceneComponent,
|
||||
string sceneAssetName,
|
||||
object userData = null,
|
||||
float timeout = 60f)
|
||||
{
|
||||
UniTask<UnloadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<UnloadSceneSuccessEventArgs, UnloadSceneFailureEventArgs>(
|
||||
UnloadSceneSuccessEventArgs.EventId,
|
||||
UnloadSceneFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
);
|
||||
|
||||
sceneComponent.UnloadScene(sceneAssetName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user