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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework;
- using GameFramework.Resource;
- using GameFramework.Scene;
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 场景组件。
- /// </summary>
- [DisallowMultipleComponent]
- [AddComponentMenu("Game Framework/Scene")]
- public sealed class SceneComponent : GameFrameworkComponent
- {
- private const int DefaultPriority = 0;
- private ISceneManager m_SceneManager = null;
- private EventComponent m_EventComponent = null;
- private readonly SortedDictionary<string, int> m_SceneOrder = new SortedDictionary<string, int>(StringComparer.Ordinal);
- private Camera m_MainCamera = null;
- private Scene m_GameFrameworkScene = default(Scene);
- [SerializeField]
- private bool m_EnableLoadSceneUpdateEvent = true;
- [SerializeField]
- private bool m_EnableLoadSceneDependencyAssetEvent = true;
- /// <summary>
- /// 获取当前场景主摄像机。
- /// </summary>
- public Camera MainCamera
- {
- get
- {
- return m_MainCamera;
- }
- }
- /// <summary>
- /// 游戏框架组件初始化。
- /// </summary>
- protected override void Awake()
- {
- base.Awake();
- m_SceneManager = GameFrameworkEntry.GetModule<ISceneManager>();
- if (m_SceneManager == null)
- {
- Log.Fatal("Scene manager is invalid.");
- return;
- }
- m_SceneManager.LoadSceneSuccess += OnLoadSceneSuccess;
- m_SceneManager.LoadSceneFailure += OnLoadSceneFailure;
- if (m_EnableLoadSceneUpdateEvent)
- {
- m_SceneManager.LoadSceneUpdate += OnLoadSceneUpdate;
- }
- if (m_EnableLoadSceneDependencyAssetEvent)
- {
- m_SceneManager.LoadSceneDependencyAsset += OnLoadSceneDependencyAsset;
- }
- m_SceneManager.UnloadSceneSuccess += OnUnloadSceneSuccess;
- m_SceneManager.UnloadSceneFailure += OnUnloadSceneFailure;
- m_GameFrameworkScene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(GameEntry.GameFrameworkSceneId);
- if (!m_GameFrameworkScene.IsValid())
- {
- Log.Fatal("Game Framework scene is invalid.");
- return;
- }
- }
- private void Start()
- {
- BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
- if (baseComponent == null)
- {
- Log.Fatal("Base component is invalid.");
- return;
- }
- m_EventComponent = GameEntry.GetComponent<EventComponent>();
- if (m_EventComponent == null)
- {
- Log.Fatal("Event component is invalid.");
- return;
- }
- if (baseComponent.EditorResourceMode)
- {
- m_SceneManager.SetResourceManager(baseComponent.EditorResourceHelper);
- }
- else
- {
- m_SceneManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
- }
- }
- /// <summary>
- /// 获取场景名称。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <returns>场景名称。</returns>
- public static string GetSceneName(string sceneAssetName)
- {
- if (string.IsNullOrEmpty(sceneAssetName))
- {
- Log.Error("Scene asset name is invalid.");
- return null;
- }
- int sceneNamePosition = sceneAssetName.LastIndexOf('/');
- if (sceneNamePosition + 1 >= sceneAssetName.Length)
- {
- Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
- return null;
- }
- string sceneName = sceneAssetName.Substring(sceneNamePosition + 1);
- sceneNamePosition = sceneName.LastIndexOf(".unity");
- if (sceneNamePosition > 0)
- {
- sceneName = sceneName.Substring(0, sceneNamePosition);
- }
- return sceneName;
- }
- /// <summary>
- /// 获取场景是否已加载。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <returns>场景是否已加载。</returns>
- public bool SceneIsLoaded(string sceneAssetName)
- {
- return m_SceneManager.SceneIsLoaded(sceneAssetName);
- }
- /// <summary>
- /// 获取已加载场景的资源名称。
- /// </summary>
- /// <returns>已加载场景的资源名称。</returns>
- public string[] GetLoadedSceneAssetNames()
- {
- return m_SceneManager.GetLoadedSceneAssetNames();
- }
- /// <summary>
- /// 获取已加载场景的资源名称。
- /// </summary>
- /// <param name="results">已加载场景的资源名称。</param>
- public void GetLoadedSceneAssetNames(List<string> results)
- {
- m_SceneManager.GetLoadedSceneAssetNames(results);
- }
- /// <summary>
- /// 获取场景是否正在加载。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <returns>场景是否正在加载。</returns>
- public bool SceneIsLoading(string sceneAssetName)
- {
- return m_SceneManager.SceneIsLoading(sceneAssetName);
- }
- /// <summary>
- /// 获取正在加载场景的资源名称。
- /// </summary>
- /// <returns>正在加载场景的资源名称。</returns>
- public string[] GetLoadingSceneAssetNames()
- {
- return m_SceneManager.GetLoadingSceneAssetNames();
- }
- /// <summary>
- /// 获取正在加载场景的资源名称。
- /// </summary>
- /// <param name="results">正在加载场景的资源名称。</param>
- public void GetLoadingSceneAssetNames(List<string> results)
- {
- m_SceneManager.GetLoadingSceneAssetNames(results);
- }
- /// <summary>
- /// 获取场景是否正在卸载。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <returns>场景是否正在卸载。</returns>
- public bool SceneIsUnloading(string sceneAssetName)
- {
- return m_SceneManager.SceneIsUnloading(sceneAssetName);
- }
- /// <summary>
- /// 获取正在卸载场景的资源名称。
- /// </summary>
- /// <returns>正在卸载场景的资源名称。</returns>
- public string[] GetUnloadingSceneAssetNames()
- {
- return m_SceneManager.GetUnloadingSceneAssetNames();
- }
- /// <summary>
- /// 获取正在卸载场景的资源名称。
- /// </summary>
- /// <param name="results">正在卸载场景的资源名称。</param>
- public void GetUnloadingSceneAssetNames(List<string> results)
- {
- m_SceneManager.GetUnloadingSceneAssetNames(results);
- }
- /// <summary>
- /// 检查场景资源是否存在。
- /// </summary>
- /// <param name="sceneAssetName">要检查场景资源的名称。</param>
- /// <returns>场景资源是否存在。</returns>
- public bool HasScene(string sceneAssetName)
- {
- if (string.IsNullOrEmpty(sceneAssetName))
- {
- Log.Error("Scene asset name is invalid.");
- return false;
- }
- if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
- {
- Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
- return false;
- }
- return m_SceneManager.HasScene(sceneAssetName);
- }
- /// <summary>
- /// 加载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- public void LoadScene(string sceneAssetName)
- {
- LoadScene(sceneAssetName, DefaultPriority, null);
- }
- /// <summary>
- /// 加载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <param name="priority">加载场景资源的优先级。</param>
- public void LoadScene(string sceneAssetName, int priority)
- {
- LoadScene(sceneAssetName, priority, null);
- }
- /// <summary>
- /// 加载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void LoadScene(string sceneAssetName, object userData)
- {
- LoadScene(sceneAssetName, DefaultPriority, userData);
- }
- /// <summary>
- /// 加载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <param name="priority">加载场景资源的优先级。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void LoadScene(string sceneAssetName, int priority, object userData)
- {
- if (string.IsNullOrEmpty(sceneAssetName))
- {
- Log.Error("Scene asset name is invalid.");
- return;
- }
- if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
- {
- Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
- return;
- }
- m_SceneManager.LoadScene(sceneAssetName, priority, userData);
- }
- /// <summary>
- /// 卸载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- public void UnloadScene(string sceneAssetName)
- {
- UnloadScene(sceneAssetName, null);
- }
- /// <summary>
- /// 卸载场景。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void UnloadScene(string sceneAssetName, object userData)
- {
- if (string.IsNullOrEmpty(sceneAssetName))
- {
- Log.Error("Scene asset name is invalid.");
- return;
- }
- if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
- {
- Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
- return;
- }
- m_SceneManager.UnloadScene(sceneAssetName, userData);
- m_SceneOrder.Remove(sceneAssetName);
- }
- /// <summary>
- /// 设置场景顺序。
- /// </summary>
- /// <param name="sceneAssetName">场景资源名称。</param>
- /// <param name="sceneOrder">要设置的场景顺序。</param>
- public void SetSceneOrder(string sceneAssetName, int sceneOrder)
- {
- if (string.IsNullOrEmpty(sceneAssetName))
- {
- Log.Error("Scene asset name is invalid.");
- return;
- }
- if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
- {
- Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
- return;
- }
- if (SceneIsLoading(sceneAssetName))
- {
- m_SceneOrder[sceneAssetName] = sceneOrder;
- return;
- }
- if (SceneIsLoaded(sceneAssetName))
- {
- m_SceneOrder[sceneAssetName] = sceneOrder;
- RefreshSceneOrder();
- return;
- }
- Log.Error("Scene '{0}' is not loaded or loading.", sceneAssetName);
- }
- /// <summary>
- /// 刷新当前场景主摄像机。
- /// </summary>
- public void RefreshMainCamera()
- {
- m_MainCamera = Camera.main;
- }
- private void RefreshSceneOrder()
- {
- if (m_SceneOrder.Count > 0)
- {
- string maxSceneName = null;
- int maxSceneOrder = 0;
- foreach (KeyValuePair<string, int> sceneOrder in m_SceneOrder)
- {
- if (SceneIsLoading(sceneOrder.Key))
- {
- continue;
- }
- if (maxSceneName == null)
- {
- maxSceneName = sceneOrder.Key;
- maxSceneOrder = sceneOrder.Value;
- continue;
- }
- if (sceneOrder.Value > maxSceneOrder)
- {
- maxSceneName = sceneOrder.Key;
- maxSceneOrder = sceneOrder.Value;
- }
- }
- if (maxSceneName == null)
- {
- SetActiveScene(m_GameFrameworkScene);
- return;
- }
- Scene scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(GetSceneName(maxSceneName));
- if (!scene.IsValid())
- {
- Log.Error("Active scene '{0}' is invalid.", maxSceneName);
- return;
- }
- SetActiveScene(scene);
- }
- else
- {
- SetActiveScene(m_GameFrameworkScene);
- }
- }
- private void SetActiveScene(Scene activeScene)
- {
- Scene lastActiveScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
- if (lastActiveScene != activeScene)
- {
- UnityEngine.SceneManagement.SceneManager.SetActiveScene(activeScene);
- m_EventComponent.Fire(this, ActiveSceneChangedEventArgs.Create(lastActiveScene, activeScene));
- }
- RefreshMainCamera();
- }
- private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
- {
- if (!m_SceneOrder.ContainsKey(e.SceneAssetName))
- {
- m_SceneOrder.Add(e.SceneAssetName, 0);
- }
- m_EventComponent.Fire(this, LoadSceneSuccessEventArgs.Create(e));
- RefreshSceneOrder();
- }
- private void OnLoadSceneFailure(object sender, GameFramework.Scene.LoadSceneFailureEventArgs e)
- {
- Log.Warning("Load scene failure, scene asset name '{0}', error message '{1}'.", e.SceneAssetName, e.ErrorMessage);
- m_EventComponent.Fire(this, LoadSceneFailureEventArgs.Create(e));
- }
- private void OnLoadSceneUpdate(object sender, GameFramework.Scene.LoadSceneUpdateEventArgs e)
- {
- m_EventComponent.Fire(this, LoadSceneUpdateEventArgs.Create(e));
- }
- private void OnLoadSceneDependencyAsset(object sender, GameFramework.Scene.LoadSceneDependencyAssetEventArgs e)
- {
- m_EventComponent.Fire(this, LoadSceneDependencyAssetEventArgs.Create(e));
- }
- private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
- {
- m_EventComponent.Fire(this, UnloadSceneSuccessEventArgs.Create(e));
- m_SceneOrder.Remove(e.SceneAssetName);
- RefreshSceneOrder();
- }
- private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e)
- {
- Log.Warning("Unload scene failure, scene asset name '{0}'.", e.SceneAssetName);
- m_EventComponent.Fire(this, UnloadSceneFailureEventArgs.Create(e));
- }
- }
- }
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