场景跳转是游戏里面不可缺少的内容,这里写写我这个小白遇到的问题。

  场景资源比较大,同步切换场景不现实。场景一般比较多,都加到scenes in build也不太现实。

  这里将初始场景和过渡场景加到scenes in build,一般而言是login和loading场景,将其他场景打成uab的包。

  这里忽略其他功能,单纯来说场景跳转。

  场景同步跳转SceneManager.LoadScene(“loading”, LoadSceneMode.Single);同步跳转有个条件需要加到scenes in build。loading场景做成一个很小的场景,并且带一个进度条。几乎是瞬间就可以加载完成,同时异步加载目标场景,用SceneManager.LoadSceneAsync(“targetSence”, LoadSceneMode.Single);这里也有条件,加到scenes in build,或者uab已被加载。

  在loagin场景,也就是初始场景上,挂上下面脚本:

using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;

public class MainStart : MonoBehaviour
{
    void Start()
    {
        DontDestroyOnLoad(this);
        SceneManager.LoadScene("loading", LoadSceneMode.Single);
        StartCoroutine("LoadScene");
    }
    //异步加载
    IEnumerator LoadScene()
    {
        WWW download = new WWW("file:///" + Application.dataPath + "/target/targetSence.uab");
        yield return download;
        Debug.Log(download.ToString());
        AsyncOperation async = SceneManager.LoadSceneAsync("targetSence", LoadSceneMode.Single);
        yield return async;
    }
}

  资源打包部分就不细说了,代码放到Editor下:

using UnityEditor;
using UnityEngine;

public class TestUab
{

    [MenuItem("Assets/资源打包", false, 63)]
    public static void testUab()
    {
        string targetPath = Application.dataPath + "/target";
        AssetBundleBuild abb = new AssetBundleBuild();
        abb.assetBundleName = "targetSence.uab";
        abb.assetNames = new string[1];
        abb.assetNames[0] = "Assets/TestUab/" + "targetSence.unity";
        AssetBundleBuild[] addArr = new AssetBundleBuild[1];
        addArr[0] = abb;
        
        BuildPipeline.BuildAssetBundles(targetPath, addArr, BuildAssetBundleOptions.None, BuildTarget.Android);
    }
}

  将login,loading场景加入到scenes in build,并且打包目标场景后,开始运行,你会发现场景切换没有问题了,但是天空盒变成紫色了。刚开始以为材质丢了,点开Lighting界面,材质没丢,但是shader渲染出来的就是紫色。花了很长时间没解决,然后翻自己的线上工程,发现线上工程没有天空盒,一口老血喷到屏幕上了,最后还是请教老大,才知道问题。

  在打uab包时,用的是Android平台,BuildPipeline.BuildAssetBundles(targetPath, addArr, BuildAssetBundleOptions.None, BuildTarget.Android);所以打出来的uab包时Android平台下的,shader都是Android平台下的shader,不同平台shader渲染不一样。把dome工程打成apk,一看果然天空盒没问题,没有变成紫色。线上项目在场景加载完毕的时候会切换材质球的shader,以保证在编辑器下显示没有问题。最终代码如下:

  

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

public class MainStart : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {
        DontDestroyOnLoad(this);
        SceneManager.LoadScene("loading", LoadSceneMode.Single);
        StartCoroutine("LoadScene");
    }
    //异步加载
    IEnumerator LoadScene()
    {
        WWW download = new WWW("file:///" + Application.dataPath + "/target/targetSence.uab");
        yield return download;
        Debug.Log(download.ToString());
        AsyncOperation async = SceneManager.LoadSceneAsync("targetSence", LoadSceneMode.Single);
        yield return async;
        ChangeShader();
    }
    //替换材质
    private void ChangeShader()
    {
#if UNITY_EDITOR
        //替换场景物体材质
        Terrain terrain = GameObject.FindObjectOfType<Terrain>();
        if (terrain != null)
        {
            terrain.materialType = Terrain.MaterialType.BuiltInLegacyDiffuse;
        }
        Object[] objs = GameObject.FindObjectsOfType(typeof(GameObject));
        for (int k = 0; k < objs.Length; k++)
        {
            GameObject go = objs[k] as GameObject;
            Renderer[] componentsInChildren = go.GetComponents<Renderer>();
            for (int i = 0; i < componentsInChildren.Length; i++)
            {
                Material[] sharedMaterials = componentsInChildren[i].sharedMaterials;
                for (int j = 0; j < sharedMaterials.Length; j++)
                {
                    if (sharedMaterials[j] != null)
                    {
                        Shader shader = sharedMaterials[j].shader;
                        if (shader != null)
                        {
                            Shader shader2 = Shader.Find(shader.name);
                            if (shader2 != null)
                            {
                                sharedMaterials[j].shader = shader2;
                            }
                        }
                    }
                }
            }
        }
        //替换天空盒材质
        Shader shader02 = RenderSettings.skybox.shader;
        RenderSettings.skybox.shader = Shader.Find(shader02.name);

        Debug.Log("替换材质");
#endif
    }
}

  这里没有写进度条相关的功能,大家可以自行解决。

 

版权声明:本文为lihangppz原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。
本文链接:https://www.cnblogs.com/lihangppz/p/10434245.html