BITKit/Src/Unity/Scripts/Scenes/Core/ISceneService.cs

106 lines
3.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace BITKit.SceneManagement
{
/// <summary>
/// 场景服务,负责场景的加载和卸载
/// </summary>
public interface ISceneService
{
/// <summary>
/// 在场景加载完成后,是否初始化主场景
/// </summary>
bool InitializeMainSceneOnLoad { get; }
string[] GetScenes(params string[] tags);
/// <summary>
/// 加载场景
/// </summary>
/// <param name="sceneName">场景名称,通常为AddressablePath</param>
/// <param name="cancellationToken">取消令牌</param>
/// <param name="loadSceneMode">加载模式</param>
/// <param name="activateOnLoad">加载完成后激活</param>
/// <returns></returns>
public UniTask LoadSceneAsync(string sceneName,CancellationToken cancellationToken, LoadSceneMode loadSceneMode = LoadSceneMode.Additive, bool activateOnLoad = true);
public UniTask UnloadSceneAsync(string sceneName,CancellationToken cancellationToken);
/// <summary>
/// 开始加载场景的回调
/// </summary>
event Action<string> OnLoadScene;
/// <summary>
/// 加载场景进度的回调
/// </summary>
event Action<string,float> OnSceneLoadProgress;
/// <summary>
/// 场景加载完成的回调
/// </summary>
event Action<string> OnSceneLoaded;
/// <summary>
/// 当开始卸载场景时
/// </summary>
event Action<string> OnUnloadScene;
/// <summary>
/// 当场景卸载完成时
/// </summary>
event Action<string> OnSceneUnloaded;
}
/// <summary>
/// 场景服务代理实现,主要用于快速继承
/// </summary>
public abstract class SceneServiceImplement:ISceneService
{
private ISceneService _sceneServiceImplementation1 => _sceneServiceImplementation;
protected abstract ISceneService _sceneServiceImplementation { get; }
public bool InitializeMainSceneOnLoad => _sceneServiceImplementation.InitializeMainSceneOnLoad;
public string[] GetScenes(params string[] tags)=> _sceneServiceImplementation.GetScenes(tags);
public UniTask LoadSceneAsync(string sceneName,CancellationToken cancellationToken, LoadSceneMode loadSceneMode = LoadSceneMode.Additive,
bool activateOnLoad = true)
{
return _sceneServiceImplementation.LoadSceneAsync(sceneName,cancellationToken, loadSceneMode, activateOnLoad);
}
public UniTask UnloadSceneAsync(string sceneName, CancellationToken cancellationToken)
{
return _sceneServiceImplementation1.UnloadSceneAsync(sceneName, cancellationToken);
}
public event Action<string> OnLoadScene
{
add => _sceneServiceImplementation.OnLoadScene += value;
remove => _sceneServiceImplementation.OnLoadScene -= value;
}
public event Action<string, float> OnSceneLoadProgress
{
add => _sceneServiceImplementation.OnSceneLoadProgress += value;
remove => _sceneServiceImplementation.OnSceneLoadProgress -= value;
}
public event Action<string> OnSceneLoaded
{
add => _sceneServiceImplementation.OnSceneLoaded += value;
remove => _sceneServiceImplementation.OnSceneLoaded -= value;
}
public event Action<string> OnUnloadScene
{
add => _sceneServiceImplementation1.OnUnloadScene += value;
remove => _sceneServiceImplementation1.OnUnloadScene -= value;
}
public event Action<string> OnSceneUnloaded
{
add => _sceneServiceImplementation1.OnSceneUnloaded += value;
remove => _sceneServiceImplementation1.OnSceneUnloaded -= value;
}
}
}