Unity3D SceneManager场景管理用法总结
发表于2019-01-02
一、Unity关卡


Unity 使用过程中关卡加载和卸载是大多数三维引擎都要提供的基本功能。
因为关卡切换在游戏中非常常用。
在之前的版本中Unity的关卡切换使用的是:
Application.loadedLevel();
看看Application类,此时这个类的功能比较繁杂,比较多。只看与关卡相关的:
[Obsolete("Use SceneManager.LoadScene")] public static void LoadLevel(string name); [Obsolete("Use SceneManager.LoadScene")] public static void LoadLevel(int index); [Obsolete("Use SceneManager.LoadScene")] public static void LoadLevelAdditive(string name); [Obsolete("Use SceneManager.LoadScene")] public static void LoadLevelAdditive(int index); // // 摘要: // /// // Unloads all GameObject associated with the given scene. Note that assets are // currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. // /// // // 参数: // index: // Index of the scene in the PlayerSettings to unload. // // scenePath: // Name of the scene to Unload. // // 返回结果: // /// // Return true if the scene is unloaded. // /// [Obsolete("Use SceneManager.UnloadScene")] public static bool UnloadLevel(string scenePath); // // 摘要: // /// // Unloads all GameObject associated with the given scene. Note that assets are // currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. // /// // // 参数: // index: // Index of the scene in the PlayerSettings to unload. // // scenePath: // Name of the scene to Unload. // // 返回结果: // /// // Return true if the scene is unloaded. // /// [Obsolete("Use SceneManager.UnloadScene")] public static bool UnloadLevel(int index);
注解:
这是之前的Application中的关卡的加载和卸载。
当然现在在新版本(Unity5.3以上)中,有了新的变化,那就是SceneManager类了处理。
二、Untiy的SceneManager类
自从Unity5.3版本,Unity 的关卡切换就添加了新的SceneManager的类来处理。
当然要安装过了Unity文档帮助,并且给下面路径一样,就可以知道在本地打开。
本地链接:
file:///C:/Program%20Files/Unity5.3.0/Editor/Data/Documentation/en/Manual/UpgradeGuide53.html
也可以在Unity中搜索SceneManager来查看。
#region 程序集 UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null // H:\Unity\UnityProject\ShiftLevels\Library\UnityAssemblies\UnityEngine.dll #endregion using UnityEngine.Internal; namespace UnityEngine.SceneManagement { // // 摘要: // /// // Scene management at run-time. // /// public class SceneManager { public SceneManager(); public static int sceneCount { get; } // public static int sceneCountInBuildSettings { get; } public static Scene GetActiveScene(); public static Scene[] GetAllScenes(); // 参数: // index: // Index of the scene to get. Index must be greater than or equal to 0 and less // than SceneManager.sceneCount. public static Scene GetSceneAt(int index); // 返回结果: // /// // The scene if found or an invalid scene if not. // /// public static Scene GetSceneByName(string name); // Searches all scenes added to the SceneManager for a scene that has the given // asset path. // /// // // 参数: // scenePath: // Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". public static Scene GetSceneByPath(string scenePath); [ExcludeFromDocs] public static void LoadScene(int sceneBuildIndex); [ExcludeFromDocs] public static void LoadScene(string sceneName); // 参数: // sceneName: // Name of the scene to load. // // sceneBuildIndex: // Index of the scene in the Build Settings to load. // // mode: // Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode // for more information about the options. public static void LoadScene(int sceneBuildIndex, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode); // 参数: // sceneName: // Name of the scene to load. // // sceneBuildIndex: // Index of the scene in the Build Settings to load. // // mode: // Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode // for more information about the options. public static void LoadScene(string sceneName, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode); [ExcludeFromDocs] public static AsyncOperation LoadSceneAsync(int sceneBuildIndex); [ExcludeFromDocs] public static AsyncOperation LoadSceneAsync(string sceneName); // 参数: // sceneName: // Name of the scene to load. // // sceneBuildIndex: // Index of the scene in the Build Settings to load. // // mode: // If LoadSceneMode.Single then all current scenes will be unloaded before loading. public static AsyncOperation LoadSceneAsync(int sceneBuildIndex, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode); // 参数: // sceneName: // Name of the scene to load. // // sceneBuildIndex: // Index of the scene in the Build Settings to load. // // mode: // If LoadSceneMode.Single then all current scenes will be unloaded before loading. public static AsyncOperation LoadSceneAsync(string sceneName, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode); // // 参数: // sourceScene: // The scene that will be merged into the destination scene. // // destinationScene: // Existing scene to merge the source scene into. public static void MergeScenes(Scene sourceScene, Scene destinationScene); // // 摘要: // /// // Move a GameObject from its current scene to a new scene. /// It is required that // the GameObject is at the root of its current scene. // /// // // 参数: // go: // GameObject to move. // // scene: // Scene to move into. public static void MoveGameObjectToScene(GameObject go, Scene scene); // // 返回结果: // /// // Returns false if the scene is not loaded yet. // /// public static bool SetActiveScene(Scene scene); // /// public static bool UnloadScene(string sceneName); // // 摘要: // /// // Unloads all GameObjects associated with the given scene. Note that assets are // currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. // /// // // 参数: // sceneBuildIndex: // Index of the scene in the Build Settings to unload. // // sceneName: // Name of the scene to unload. // // 返回结果: // /// // Returns true if the scene is unloaded. // /// public static bool UnloadScene(int sceneBuildIndex); } }
三、SceneManager对于获取场景的一些操作
1.
SceneManager
class in UnityEngine.SceneManagement
描述:运行时的场景管理。
静态变量sceneCount: 当前加载的场景的总数。
前加载的场景的数量将被返回。
sceneCountInBuildSettings : 在BuildSettings的号码。
2.
CreateScene:在运行时创建一个空的新场景,使用给定的名称。
在运行时创建一个空的新场景,使用给定的名称。
新的场景将开放相加到层次与现有已经打开的场景。新场景的路径将是空的。此函数用于在运行时创建场景。创建一个场景编辑时间(例如,使编辑脚本或工具需要创建场景时),使用editorscenemanager.newscene。
3.
public static SceneManagement.Scene GetActiveScene()
现场的活动场景。
描述:获取当前活动场景。
当前活动的场景将被用来作为目标由脚本实例化新的游戏对象现场。
using UnityEngine; using UnityEngine.SceneManagement; public class GetActiveSceneExample : MonoBehaviour { void Start() { Scene scene = SceneManager.GetActiveScene(); Debug.Log("Active scene is '" + scene.name + "'."); } }
4.
public static SceneManagement.Scene GetSceneAt(int index);
index:场景索引。指数必须大于或等于0和小于scenemanager.scenecount。
返回:
根据给定的参数返回一个场景引用。
获取现场在添加场景的场景管理器的列表索引:
using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; using UnityEngine; public class Example { // adds a menu item which gives a brief summary of currently open scenes [MenuItem("SceneExample/Scene Summary")] public static void ListSceneNames() { string output = ""; if (SceneManager.sceneCount > 0) { for (int n = 0; n < SceneManager.sceneCount; ++n) { Scene scene = SceneManager.GetSceneAt(n); output += scene.name; output += scene.isLoaded ? " (Loaded, " : " (Not Loaded, "; output += scene.isDirty ? "Dirty, " : "Clean, "; output += scene.buildIndex >=0 ? " in build)\n" : " NOT in build)\n"; } } else { output = "No open scenes."; } EditorUtility.DisplayDialog("Scene Summary",output, "Ok"); } }
5.
public static SceneManagement.Scene GetActiveScene();
获取当前活动场景。
当前活动的场景将被用来作为目标由脚本实例化新对象。
using UnityEngine; using UnityEngine.SceneManagement; public class GetActiveSceneExample : MonoBehaviour { void Start() { Scene scene = SceneManager.GetActiveScene(); Debug.Log("Active scene is '" + scene.name + "'."); } } public static void LoadScene(int sceneBuildIndex, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single); public static void LoadScene(string sceneName, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single);
sceneName: 需发加载的场景名称或路径。
sceneBuildIndex:在“ Build Settings”加载中的场景的索引。
Mode:允许您指定是否要加载相加现场。见LoadScene模式有关选项的详细信息。
LoadSceneMode:在播放器加载一个场景时使用。
Single:关闭所有当前场景和加载一个新场景。
Additive:将场景添加到当前加载的场景中。
你可以使用这个异步版本:LoadSceneAsync。
using UnityEngine; using UnityEngine.SceneManagement; public class ExampleClass : MonoBehaviour { void Start () { // Only specifying the sceneName or sceneBuildIndex will load the scene with the Single mode SceneManager.LoadScene ("OtherSceneName", LoadSceneMode.Additive); } }
四、5.3的实现代码
上代码:
/************************************************************************** Copyright:@maxdong Author: maxdong Date: 2017-07-04 Description:加载关卡,可以分组加载和卸载。使用Unity版本为5.3.0. 因为里面使用了场景管理的一个类,这个类在5.3.0以上版本才添加的。 测试操作:使用空格键来切换场景,然后间隔5秒后才开始卸载。 **************************************************************************/ using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; [System.Serializable] public class LevelOrder { [Header("每组关卡名称")] public string[] LevelNames; } public class ChangLevelsHasMain : MonoBehaviour { [Header("所有关卡列表")] public LevelOrder[] levelOrder; private static int index; private int totalLevels = 0; private int levelOrderLength; void Start () { for (int i = 0; i < levelOrder.Length; i++) { totalLevels += levelOrder[i].LevelNames.Length; } if (totalLevels != SceneManager.sceneCountInBuildSettings) { } levelOrderLength = levelOrder.Length; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { bool isOk = LoadNextLevels(); if (isOk) { InvokeRepeating("UnloadLastLevel", 2.0f, 5); } } } bool LoadNextLevels() { bool bResult = true; //index = index % levelOrderLength; if (index < 0 || index >= levelOrderLength) { bResult = false; return bResult; } int LoadTimes = levelOrder[index].LevelNames.Length; for (int i = 0; i < LoadTimes; i++) { SceneManager.LoadSceneAsync(levelOrder[index].LevelNames[i], LoadSceneMode.Additive); } return bResult; } void UnloadLastLevel() { if (index == 0) { index++; CancelInvoke("UnloadLastLevel"); return; } // 上一組的關卡 int TmpLast = (index - 1) >= 0 ? (index - 1) : levelOrderLength - 1; int LoadTimes = levelOrder[index].LevelNames.Length; for (int i = 0; i < LoadTimes; i++) { Scene Tmp = SceneManager.GetSceneByName(levelOrder[index].LevelNames[i]); if (!Tmp.isLoaded) { return; } } // 下一關卡全部加載完畢後,卸載之前關卡 for (int i = 0; i < levelOrder[TmpLast].LevelNames.Length; i++) { SceneManager.UnloadScene(levelOrder[TmpLast].LevelNames[i]); } index++; CancelInvoke("UnloadLastLevel"); } }
就这样就可以了。
代码主要是按组来加载关卡,然后按组来卸载。
测试中,按下空格键来加载,每组关卡在一定时间后,(这里设置的5秒)自动卸载前一组关卡。这里主地图是不卸载的,会一直存在的。
怎么设置的呢?首先需要在Build setting中中把所有要处理的关卡放进来。要不就会在加载过程中报错。
如下图:

然后把代码挂在主地图的任意对象对象上就可以了。

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