Umi*_*ozu 6 c# unity-game-engine unity5
当您调用函数LoadScene()时,它会立即切换场景,还是只是发出需要更改场景的信号?LoadScene()的文档没有说明.
我正在使用的具体示例如下所示:
LoadScene(levelName);
ItemBox newBox = (ItemBox)Instantiate(...);
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因此,使用上面的代码,newBox是否存在于我们刚加载的场景中,或者是否会在旧场景中创建,然后在加载新级别时销毁.
Fat*_*tie 10
它的
UnityEngine.SceneManagement.SceneManager.LoadScene("Gameplay");
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是的,它"立即" - 也就是说,它是一个 ynchronously.
换句话说,它在那行代码"停止",等待它加载整个场景(即使需要几秒钟),然后新场景开始.
不要使用您在问题中提到的旧命令.
需要注意的是团结也有能力做一个同步加载..它"慢慢地在后台加载新场景".
但是:我鼓励你只使用普通的"LoadScene".重要的是可靠性和简单性.用户根本不介意机器加载时机器是否"停止"几秒钟.
(每次我点击电视上的"Netflix",电视都需要一些时间才能完成.没人关心 - 这是正常的.)
但如果你想在后台加载,这里是如何......
public void LaunchGameRunWith(string levelCode, int stars, int diamonds)
{
.. analytics
StartCoroutine(_game( levelCode, superBombs, hearts));
}
private IEnumerator _game(string levelFileName, int stars, int diamonds)
{
// first, add some fake delay so it looks impressive on
// ordinary modern machines made after 1960
yield return new WaitForSeconds(1.5f);
AsyncOperation ao;
ao = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("Gameplay");
// here's exactly how you wait for it to load:
while (!ao.isDone)
{
Debug.Log("loading " +ao.progress.ToString("n2"));
yield return null;
}
// here's a confusing issue. in the new scene you have to have
// some sort of script that controls things, perhaps "NewLap"
NewLap newLap = Object.FindObjectOfType< NewLap >();
Gameplay gameplay = Object.FindObjectOfType<Gameplay>();
// this is precisely how you conceptually pass info from
// say your "main menu scene" to "actual gameplay"...
newLap.StarLevel = stars;
newLap.DiamondTime = diamonds;
newLap.ActuallyBeginRunWithLevel(levelFileName);
}
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注意:当播放器"播放到实际的游戏场景"时,该脚本会回答"如何从主菜单"传递信息的问题.