标签:tin res ++ ram void div turn ESS 加载
异步加载
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class S2Manager : MonoBehaviour { //UI进度条以 private Slider _proSlider; //目的是对场景进行控制 获取进度值 和允许显示 private AsyncOperation _async; //UI应该达到的进度 private int _currProgress; //1. 获取滑动条 //协同加载(异步加载 不断获取进度值 经过计算赋值给滑动条) // Use this for initialization void Start () { _currProgress = 0; _async = null; _proSlider = GameObject.Find("Slider").GetComponent<Slider>(); StartCoroutine("LoadScene"); } // Update is called once per frame void Update () { //目的就是现实进度 _proSlider.value = _currProgress / 100.0f; } IEnumerator LoadScene() { //临时的进度 int tmp; //异步加载 _async = SceneManager.LoadSceneAsync("S3"); //先不显示场景 等到进度为100%的时候显示场景 必须的!!!! _async.allowSceneActivation = false; #region 优化进度的 while (_async.progress < 0.9f) { //相当于滑动条应该到的位置 tmp = (int) _async.progress * 100; //当滑动条 < tmp 就意味着滑动条应该变化 while (_currProgress < tmp) { ++_currProgress; yield return new WaitForEndOfFrame(); } }//while end 进度为90% tmp = 100; while (_currProgress < tmp) { ++_currProgress; yield return new WaitForEndOfFrame(); } #endregion //处理进度为0 ~0.9的0 //进度条完成 允许显示 _async.allowSceneActivation = true; //SceneManager.loa } }
标签:tin res ++ ram void div turn ESS 加载
原文地址:https://www.cnblogs.com/tjg33/p/9938696.html