编队系统大更新 基本快搞好了 准备做敌人和分数
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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/// <summary>
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/// Throttled preload: uses queues and concurrency limits to load scenes and Resources in small time slices
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/// to avoid long frames on low-end devices.
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/// - scenesToPreload: names of scenes included in Build Settings to preload additively (allowSceneActivation=false)
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/// - resourcesToPreload: paths under Resources/ to load via Resources.LoadAsync
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/// </summary>
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public class preload_allScene : MonoBehaviour
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{
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[Header("Preload settings")]
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public string[] scenesToPreload = new string[0];
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public string[] resourcesToPreload = new string[0];
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[Header("UI")]
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public Text progressText;
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[Tooltip("Optional Image whose fillAmount will be driven by the overall progress (0..1)")]
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public Image progressFillImage;
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[Tooltip("Optional Text to show current loading item: '正在加载:xxx'")]
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public Text loadingInfoText;
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[Header("Behavior")]
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public bool startOnAwake = true;
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[Header("Fade-out on complete")]
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[Tooltip("GameObject to disable after fade completes")] public GameObject fadeOutObject;
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[Tooltip("CanvasGroup to fade (if null and fadeOutObject assigned, will search for one on it)")] public CanvasGroup fadeCanvasGroup;
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[Tooltip("Duration of fade-out in seconds")] public float fadeOutDuration = 0.5f;
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[Tooltip("Delay before starting fade-out after completion")] public float fadeOutDelay = 0f;
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[Header("Throttle")]
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[Tooltip("Max concurrent resource loads")]
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public int maxConcurrentResourceLoads = 2;
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[Tooltip("Max concurrent scene loads")]
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public int maxConcurrentSceneLoads = 1;
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[Tooltip("Max milliseconds spent per frame on driver work (approx)")]
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public int maxMilliSecondsPerFrame = 4;
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// internal queues and trackers
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private Queue<string> sceneQueue = new Queue<string>();
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private Queue<string> resourceQueue = new Queue<string>();
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// scenes currently loading (progress < ~0.9)
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private List<(string sceneName, AsyncOperation op)> loadingSceneOps = new List<(string, AsyncOperation)>();
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// scenes loaded to 0.9 and waiting activation
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private List<(string sceneName, AsyncOperation op)> readySceneOps = new List<(string, AsyncOperation)>();
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private List<(string path, ResourceRequest rr)> activeResourceReqs = new List<(string, ResourceRequest)>();
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private List<Object> loadedResources = new List<Object>();
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private Coroutine preloadCoroutine;
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void Awake()
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{
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fadeOutObject.SetActive(true);
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// if UI not assigned, try to auto-find Text components
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if (progressText == null)
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{
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progressText = GetComponentInChildren<Text>(true);
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}
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if (loadingInfoText == null)
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{
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// try to find a different Text child (avoid using same as progressText)
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var texts = GetComponentsInChildren<Text>(true);
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foreach (var t in texts)
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{
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if (t != progressText)
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{
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loadingInfoText = t;
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break;
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}
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}
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}
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// If a fade object is set but no CanvasGroup assigned, try to find one on the object
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if (fadeOutObject != null && fadeCanvasGroup == null)
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{
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fadeCanvasGroup = fadeOutObject.GetComponent<CanvasGroup>() ?? fadeOutObject.GetComponentInChildren<CanvasGroup>(true);
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}
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}
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void Start()
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{
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// fadeOutObject.SetActive(true);
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// auto-start if configured OR there are items to preload
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if (startOnAwake || (scenesToPreload != null && scenesToPreload.Length > 0) || (resourcesToPreload != null && resourcesToPreload.Length > 0))
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{
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StartPreload();
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}
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}
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public void StartPreload()
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{
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if (preloadCoroutine != null) return;
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// fill queues
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sceneQueue.Clear();
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resourceQueue.Clear();
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if (scenesToPreload != null)
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{
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foreach (var s in scenesToPreload)
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if (!string.IsNullOrWhiteSpace(s)) sceneQueue.Enqueue(s);
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}
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if (resourcesToPreload != null)
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{
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foreach (var r in resourcesToPreload)
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if (!string.IsNullOrWhiteSpace(r)) resourceQueue.Enqueue(r);
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}
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Debug.Log($"Preload starting. Scenes queued: {sceneQueue.Count}, Resources queued: {resourceQueue.Count}");
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// ensure UI shows 0%
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UpdateProgressText(0f);
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UpdateLoadingInfo("");
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preloadCoroutine = StartCoroutine(PreloadRoutine());
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}
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public void StopPreload()
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{
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if (preloadCoroutine != null)
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{
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StopCoroutine(preloadCoroutine);
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preloadCoroutine = null;
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}
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}
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private IEnumerator PreloadRoutine()
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{
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// Start initial batch
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while (sceneQueue.Count > 0 || resourceQueue.Count > 0 || loadingSceneOps.Count > 0 || activeResourceReqs.Count > 0)
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{
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float frameStart = Time.realtimeSinceStartup;
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// start scene ops up to concurrency
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while (loadingSceneOps.Count < maxConcurrentSceneLoads && sceneQueue.Count > 0)
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{
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string sceneName = sceneQueue.Dequeue();
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UpdateLoadingInfo($"正在加载:{sceneName}");
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AsyncOperation op = null;
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try
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{
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op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"Preload: failed to start loading scene '{sceneName}': {ex}");
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}
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if (op != null)
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{
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op.allowSceneActivation = false;
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loadingSceneOps.Add((sceneName, op));
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Debug.Log($"Preload: started scene load '{sceneName}'");
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}
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if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
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}
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// start resource reqs up to concurrency
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while (activeResourceReqs.Count < maxConcurrentResourceLoads && resourceQueue.Count > 0)
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{
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string path = resourceQueue.Dequeue();
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UpdateLoadingInfo($"正在加载:{path}");
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ResourceRequest rr = null;
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try
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{
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rr = Resources.LoadAsync<Object>(path);
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"Preload: failed to start loading resource '{path}': {ex}");
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}
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if (rr != null)
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{
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activeResourceReqs.Add((path, rr));
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Debug.Log($"Preload: started resource load '{path}'");
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}
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if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
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}
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// Poll progress and collect finished resources
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for (int i = activeResourceReqs.Count - 1; i >= 0; i--)
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{
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var tuple = activeResourceReqs[i];
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var rr = tuple.rr;
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if (rr.isDone)
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{
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if (rr.asset != null)
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loadedResources.Add(rr.asset);
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Debug.Log($"Preload: resource loaded '{tuple.path}'");
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activeResourceReqs.RemoveAt(i);
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}
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if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
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}
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// Poll loading scenes and move to ready list when reach ~0.9
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for (int i = loadingSceneOps.Count - 1; i >= 0; i--)
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{
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var (sceneName, op) = loadingSceneOps[i];
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if (op.progress >= 0.89f)
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{
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// move to ready list so we free a slot for next scene
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readySceneOps.Add((sceneName, op));
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loadingSceneOps.RemoveAt(i);
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Debug.Log($"Preload: scene '{sceneName}' reached 0.9 and moved to ready list");
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}
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if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
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}
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// Update progress calculation
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float overall = CalculateOverallProgress();
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UpdateProgressText(overall);
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// If there are no active resource requests, no loading scenes, no queued scenes/resources, and ready scenes are present (they are considered loaded), we're done
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bool anyLoadingScenes = loadingSceneOps.Count > 0 || sceneQueue.Count > 0;
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bool anyActiveResources = activeResourceReqs.Count > 0 || resourceQueue.Count > 0;
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if (!anyLoadingScenes && !anyActiveResources)
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{
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// All loading work started and finished; readySceneOps contains scenes at 0.9 waiting activation
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UpdateProgressText(1f);
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UpdateLoadingInfo("加载完成");
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preloadCoroutine = null;
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Debug.Log("Preload complete (throttled). Scenes ready: " + readySceneOps.Count + ", resources cached: " + loadedResources.Count);
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// start fade+disable if configured
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if (fadeOutObject != null)
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{
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StartCoroutine(FadeAndDisableCoroutine());
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}
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yield break;
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}
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// yield one frame to respect budget
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yield return null;
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}
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// if we exit loop, also mark complete
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UpdateProgressText(1f);
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UpdateLoadingInfo("加载完成");
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preloadCoroutine = null;
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if (fadeOutObject != null)
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{
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StartCoroutine(FadeAndDisableCoroutine());
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}
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}
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private float CalculateOverallProgress()
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{
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float sum = 0f;
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int items = 0;
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// queued scenes count as 0
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items += sceneQueue.Count;
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// loading scenes contribute normalized progress
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items += loadingSceneOps.Count;
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// ready scenes count as completed (1)
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items += readySceneOps.Count;
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items += resourceQueue.Count + activeResourceReqs.Count;
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if (items == 0) return 1f;
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foreach (var (sceneName, op) in loadingSceneOps)
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{
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float p = Mathf.Clamp01(op.progress / 0.9f);
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sum += p;
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}
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// ready scenes are counted as full
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sum += readySceneOps.Count * 1f;
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foreach (var (path, rr) in activeResourceReqs)
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{
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sum += rr.progress; // 0..1
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}
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return Mathf.Clamp01(sum / (float)items);
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}
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private void UpdateProgressText(float t)
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{
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int percent = Mathf.RoundToInt(t * 100f);
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// update fill image if present
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if (progressFillImage != null)
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{
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// clamp to 0..1
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progressFillImage.fillAmount = Mathf.Clamp01(t);
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}
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if (progressText != null)
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{
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progressText.text = percent + "%";
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return;
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}
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// If no UI assigned, try to find any in children and cache it
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var tcomp = GetComponentInChildren<Text>(true);
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if (tcomp != null)
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{
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progressText = tcomp;
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progressText.text = percent + "%";
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}
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}
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// helper to update loading info text
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private void UpdateLoadingInfo(string message)
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{
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if (loadingInfoText != null)
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{
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loadingInfoText.text = message;
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return;
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}
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// try to find and cache a Text child that is not the progress text
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var texts = GetComponentsInChildren<Text>(true);
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foreach (var t in texts)
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{
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if (t != progressText)
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{
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loadingInfoText = t;
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loadingInfoText.text = message;
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return;
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}
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}
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}
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private IEnumerator FadeAndDisableCoroutine()
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{
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// ensure we have a CanvasGroup reference
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if (fadeOutObject == null) yield break;
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if (fadeCanvasGroup == null)
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{
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fadeCanvasGroup = fadeOutObject.GetComponent<CanvasGroup>() ?? fadeOutObject.GetComponentInChildren<CanvasGroup>(true);
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}
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// if there's no CanvasGroup, just disable after delay
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if (fadeCanvasGroup == null)
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{
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if (fadeOutDelay > 0f) yield return new WaitForSeconds(fadeOutDelay);
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fadeOutObject.SetActive(false);
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yield break;
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}
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// optionally wait before fading
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if (fadeOutDelay > 0f) yield return new WaitForSeconds(fadeOutDelay);
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float startAlpha = fadeCanvasGroup.alpha;
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float elapsed = 0f;
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while (elapsed < fadeOutDuration)
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{
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elapsed += Time.deltaTime;
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float frac = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, fadeOutDuration));
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fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, 0f, frac);
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yield return null;
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}
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fadeCanvasGroup.alpha = 0f;
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// disable raycasts and interaction
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fadeCanvasGroup.blocksRaycasts = false;
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fadeCanvasGroup.interactable = false;
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// finally disable the GameObject
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fadeOutObject.SetActive(false);
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}
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/// <summary>
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/// Activate a previously preloaded additive scene by name (sets allowSceneActivation=true)
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/// </summary>
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public void ActivatePreloadedScene(string sceneName)
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{
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for (int i = 0; i < readySceneOps.Count; i++)
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{
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if (readySceneOps[i].sceneName == sceneName)
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{
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readySceneOps[i].op.allowSceneActivation = true;
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// remove from ready list so further activations don't re-trigger
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readySceneOps.RemoveAt(i);
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return;
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}
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}
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// fallback: if scene loaded and already in SceneManager, nothing to do
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Debug.LogWarning($"ActivatePreloadedScene: scene '{sceneName}' not found among ready preloaded ops.");
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: da506281e4a56b749a0cf5b32871ff7b
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