Files
vampire-like/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/SceneAsyncExtension.cs
T
SepComet edd7088804 规范命名空间
具体来说就是 SepCore 开头,然后接所属的模块名,比如 SepCore.Entity,SepCore.Simulation,SepCore.Procedure
2026-06-03 16:57:40 +08:00

66 lines
3.1 KiB
C#

using Cysharp.Threading.Tasks;
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;
}
}
}