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  • Unity5的关卡切换

    本文章由cartzhang编写,转载请注明出处。 全部权利保留。


    文章链接:http://blog.csdn.net/cartzhang/article/details/51055584
    作者:cartzhang

    一、Unity关卡

    Unity 使用过程中关卡载入和卸载是大多数三维引擎都要提供的基本功能。
    由于关卡切换在游戏中很经常使用。
    在之前的版本号中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較繁杂。比較多。仅仅看与关卡相关的:

    
            [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.
            //     ///
            //
            // 參数:
            //   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.
            //     ///
            //
            // 參数:
            //   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);

    这是之前的Application中的关卡的载入和卸载。
    当然如今在新版本号(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版本号,Unity 的关卡切换就加入了新的SceneManager的类来处理。


    当然要安装过了Unity文档帮助。而且给以下路径一样。就能够知道在本地打开。
    本地链接:
    file:///C:/Program%20Files/Unity5.3.0/Editor/Data/Documentation/en/Manual/UpgradeGuide53.html
    也能够在Unity中搜索SceneManager来查看。

    #region 程序集 UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
    // H:UnityUnityProjectShiftLevelsLibraryUnityAssembliesUnityEngine.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();
            // 參数:
            //   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.
            //     ///
            //
            // 參数:
            //   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);
    
            // 參数:
            //   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);
    
            // 參数:
            //   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);
    
            // 參数:
            //   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);
    
            // 參数:
            //   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);
            //
    
            // 參数:
            //   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.
            //     ///
            //
            // 參数:
            //   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.
            //     ///
            //
            // 參数:
            //   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);
        }
    }

    注意的是这里面还有能够带对象来在关卡中移动的,还有穿越功能啊!

    !哈哈

    三、5.3的实现代码

    上代码:

    /**************************************************************************
    Copyright:@cartzhang
    Author: cartzhang
    Date: 2016-04-01
    Description:载入关卡。能够分组载入和卸载。

    使用Unity版本号为5.3.0. 由于里面使用了场景管理的一个类,这个类在5.3.0以上版本号才加入的。 測试操作:使用空格键来切换场景。然后间隔5秒后才開始卸载。 **************************************************************************/ 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("全部关卡列表")] 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"); } }

    就这样就能够了。


    代码主要是按组来载入关卡。然后按组来卸载。


    測试中,按下空格键来载入。每组关卡在一定时间后,(这里设置的5秒)自己主动卸载前一组关卡。这里主地图是不卸载的,会一直存在的。

    怎么设置的呢?首先须要在Build setting中中把全部要处理的关卡放进来。要不就会在载入过程中报错。
    例如以下图:
    设置

    然后把代码挂在主地图的随意对象对象上就能够了。


    这里写图片描写叙述

    四、測试结果

    随意做了几张地图。不那么好看。

    可是功能很明显。
    第一组:
    这里写图片描写叙述
    第二组
    这里写图片描写叙述
    第三组
    这里写图片描写叙述

    參考

    file:///C:/Program%20Files/Unity5.3.0/Editor/Data/Documentation/en/Manual/UpgradeGuide53.html

    追加Github地址:https://github.com/cartzhang/ShiftLevels

    ————————–THE———END————–

    若有问题。请随时联系!。
    很感谢!!


    你在桥上看风景。我在楼里加班!


    去看看

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  • 原文地址:https://www.cnblogs.com/gavanwanggw/p/7182858.html
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