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using UnityEngine; using System.Collections; public class LoadingScene : MonoBehaviour { public UISlider processBar; private AsyncOperation async; private uint _nowprocess; // Use this for initialization void Start () { _nowprocess = 0; StartCoroutine(loadScene()); } IEnumerator loadScene() { //异步读取场景。 //Globe.loadName 就是A场景中需要读取的C场景名称。 async = Application.LoadLevelAsync(GlobalVaule.LoadLevelName); async.allowSceneActivation = false; //读取完毕后返回, 系统会自动进入C场景 yield return async; } void Update() { if(async == null) { return; } uint toProcess; Debug.Log(async.progress * 100); if(async.progress < 0.9f)//坑爹的progress,最多到0.9f { toProcess = (uint)(async.progress * 100); } else { toProcess = 100; } if(_nowprocess < toProcess) { _nowprocess++; } processBar.value = _nowprocess/100f; if (_nowprocess == 100)//async.isDone应该是在场景被激活时才为true { async.allowSceneActivation = true; } } }
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原文地址:http://www.cnblogs.com/littleYellowDoggy/p/5078711.html