Files
bansonic_beta_main/Assets/op/load_preload/preload_allScene.cs
T

392 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Spine.Unity;
/// <summary>
/// Throttled preload: uses queues and concurrency limits to load scenes and Resources in small time slices
/// to avoid long frames on low-end devices.
/// - scenesToPreload: names of scenes included in Build Settings to preload additively (allowSceneActivation=false)
/// - resourcesToPreload: paths under Resources/ to load via Resources.LoadAsync
/// </summary>
public class preload_allScene : MonoBehaviour
{
[Header("Preload settings")]
public string[] resourcesToPreload = new string[0];
[Header("UI")]
public GameObject spineObject1;
public GameObject spineObject2;
public CanvasGroup spineObject1CanvasGroup;
public float spineObject1DestroyDelay = 6.7f;
public float spineObject1FadeDelay = 5.7f;
public float spineObject2PlayDelay = 0f;
public Text progressText;
[Tooltip("Optional Image whose fillAmount will be driven by the overall progress (0..1)")]
public Image progressFillImage;
[Tooltip("Optional Image to disable after 1 second")]
public Image startDisableImage;
[Tooltip("Documentation text normalized.")]
public Text loadingInfoText;
[Header("Behavior")]
public bool startOnAwake = true;
[Header("Throttle")]
public int maxConcurrentResourceLoads = 2;
[Tooltip("Max milliseconds spent per frame on driver work (approx)")]
public int maxMilliSecondsPerFrame = 4;
// internal queues and trackers
private Queue<string> resourceQueue = new Queue<string>();
private List<(string path, ResourceRequest rr)> activeResourceReqs = new List<(string, ResourceRequest)>();
private List<Object> loadedResources = new List<Object>();
private Coroutine preloadCoroutine;
void Awake()
{
Debug.Log("[preload_allScene] Awake called. Forcing Time.timeScale = 1.");
Time.timeScale = 1f; // Ensure time is running so fades and DOTween work
// 确保物体 1 初始处于关闭状态,以便 1 秒后延迟开启
if (spineObject1 != null)
{
spineObject1.SetActive(false);
}
// if UI not assigned, try to auto-find Text components
if (progressText == null)
{
progressText = GetComponentInChildren<Text>(true);
}
if (loadingInfoText == null)
{
// try to find a different Text child (avoid using same as progressText)
var texts = GetComponentsInChildren<Text>(true);
foreach (var t in texts)
{
if (t != progressText)
{
loadingInfoText = t;
break;
}
}
}
}
void Start()
{
Debug.Log("[preload_allScene] Start called. resourcesToPreload count: " + (resourcesToPreload?.Length ?? 0));
// 同时启用并初始化两个 Spine 物体
if (spineObject1 != null)
{
// Start 时显式禁用物体 1,确保初始状态正确
spineObject1.SetActive(false);
// 等待 1 秒后再播放 Spine 1
StartCoroutine(DelayedPlaySpine1());
}
if (spineObject2 != null)
{
// Start 时显式禁用物体 2,确保初始状态正确
spineObject2.SetActive(false);
// 延迟播放物体 2 的动画
StartCoroutine(DelayedPlaySpine2Logic());
}
// 1 秒后禁用指定的 Image
if (startDisableImage != null)
{
StartCoroutine(DelayedDisableImage());
}
StartPreload();
}
private IEnumerator DelayedDisableImage()
{
yield return new WaitForSeconds(1f);
if (startDisableImage != null)
{
startDisableImage.gameObject.SetActive(false);
Debug.Log("[preload_allScene] startDisableImage has been disabled after 1 second.");
}
}
private IEnumerator DelayedPlaySpine1()
{
// 等待 1 秒
yield return new WaitForSeconds(1f);
if (spineObject1 != null)
{
spineObject1.SetActive(true);
var sg1 = spineObject1.GetComponentInChildren<SkeletonGraphic>(true);
if (sg1 != null)
{
sg1.allowMultipleCanvasRenderers = true;
sg1.Initialize(true);
var state1 = (sg1.Animation as IAnimationStateComponent)?.AnimationState;
if (state1 != null)
{
state1.SetAnimation(0, "intro", false);
}
// 改为延迟切换到 loop 动画
StartCoroutine(DelayedPlaySpine1Loop(sg1));
// 新增渐隐逻辑
StartCoroutine(FadeOutSpine1());
}
}
}
private IEnumerator DelayedPlaySpine1Loop(SkeletonGraphic sg)
{
if (spineObject1DestroyDelay > 0)
yield return new WaitForSeconds(spineObject1DestroyDelay);
var state1 = (sg.Animation as IAnimationStateComponent)?.AnimationState;
if (state1 != null)
{
state1.SetAnimation(0, "loop", true);
}
}
private IEnumerator FadeOutSpine1()
{
if (spineObject1CanvasGroup == null) yield break;
if (spineObject1FadeDelay > 0)
yield return new WaitForSeconds(spineObject1FadeDelay);
float duration = 1f;
float elapsed = 0f;
float startAlpha = spineObject1CanvasGroup.alpha;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
spineObject1CanvasGroup.alpha = Mathf.Lerp(startAlpha, 0f, elapsed / duration);
yield return null;
}
spineObject1CanvasGroup.alpha = 0f;
// 渐隐结束后销毁物体 1
if (spineObject1 != null)
{
Debug.Log("SpineObject1 fade out completed. Destroying object.");
Destroy(spineObject1);
}
}
private IEnumerator DelayedPlaySpine2Logic()
{
if (spineObject2 == null) yield break;
// 等待指定的播放延迟
if (spineObject2PlayDelay > 0)
yield return new WaitForSeconds(spineObject2PlayDelay);
// 启用物体并初始化动画
spineObject2.SetActive(true);
var sg2 = spineObject2.GetComponentInChildren<SkeletonGraphic>(true);
if (sg2 != null)
{
sg2.allowMultipleCanvasRenderers = true;
sg2.Initialize(true);
var state2 = (sg2.Animation as IAnimationStateComponent)?.AnimationState;
if (state2 != null)
{
state2.SetAnimation(0, "loop", true);
}
}
}
public void StartPreload()
{
if (preloadCoroutine != null) return;
// fill queues
resourceQueue.Clear();
if (resourcesToPreload != null)
{
foreach (var r in resourcesToPreload)
if (!string.IsNullOrWhiteSpace(r)) resourceQueue.Enqueue(r);
}
Debug.Log($"Preload starting. Resources queued: {resourceQueue.Count}");
// ensure UI shows 0%
UpdateProgressText(0f);
UpdateLoadingInfo("");
// If nothing to preload, just show 100% and fade out immediately
if (resourceQueue.Count == 0)
{
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
return;
}
preloadCoroutine = StartCoroutine(PreloadRoutine());
}
public void StopPreload()
{
if (preloadCoroutine != null)
{
StopCoroutine(preloadCoroutine);
preloadCoroutine = null;
}
}
private IEnumerator PreloadRoutine()
{
// Start initial batch
while (resourceQueue.Count > 0 || activeResourceReqs.Count > 0)
{
float frameStart = Time.realtimeSinceStartup;
// start resource reqs up to concurrency
while (activeResourceReqs.Count < maxConcurrentResourceLoads && resourceQueue.Count > 0)
{
string path = resourceQueue.Dequeue();
UpdateLoadingInfo($"Loading: {path}");
ResourceRequest rr = null;
try
{
rr = Resources.LoadAsync<Object>(path);
}
catch (System.Exception ex)
{
Debug.LogWarning($"Preload: failed to start loading resource '{path}': {ex}");
}
if (rr != null)
{
activeResourceReqs.Add((path, rr));
Debug.Log($"Preload: started resource load '{path}'");
}
if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
}
// Poll progress and collect finished resources
for (int i = activeResourceReqs.Count - 1; i >= 0; i--)
{
var tuple = activeResourceReqs[i];
var rr = tuple.rr;
if (rr.isDone)
{
if (rr.asset != null)
loadedResources.Add(rr.asset);
Debug.Log($"Preload: resource loaded '{tuple.path}'");
activeResourceReqs.RemoveAt(i);
}
if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
}
// Update progress calculation
float overall = CalculateOverallProgress();
UpdateProgressText(overall);
// If there are no active resource requests and no queued resources, we're done
bool anyActiveResources = activeResourceReqs.Count > 0 || resourceQueue.Count > 0;
if (!anyActiveResources)
{
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
preloadCoroutine = null;
Debug.Log("Preload complete (throttled). Resources cached: " + loadedResources.Count);
yield break;
}
// yield one frame to respect budget
yield return null;
}
// if we exit loop, also mark complete
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
preloadCoroutine = null;
}
private float CalculateOverallProgress()
{
float sum = 0f;
int items = 0;
items += resourceQueue.Count + activeResourceReqs.Count;
if (items == 0) return 1f;
foreach (var (path, rr) in activeResourceReqs)
{
sum += rr.progress; // 0..1
}
return Mathf.Clamp01(sum / (float)items);
}
private void UpdateProgressText(float t)
{
int percent = Mathf.RoundToInt(t * 100f);
// update fill image if present
if (progressFillImage != null)
{
// clamp to 0..1
progressFillImage.fillAmount = Mathf.Clamp01(t);
}
if (progressText != null)
{
progressText.text = percent + "%";
return;
}
// If no UI assigned, try to find any in children and cache it
var tcomp = GetComponentInChildren<Text>(true);
if (tcomp != null)
{
progressText = tcomp;
progressText.text = percent + "%";
}
}
// helper to update loading info text
private void UpdateLoadingInfo(string message)
{
if (loadingInfoText != null)
{
loadingInfoText.text = message;
return;
}
// try to find and cache a Text child that is not the progress text
var texts = GetComponentsInChildren<Text>(true);
foreach (var t in texts)
{
if (t != progressText)
{
loadingInfoText = t;
loadingInfoText.text = message;
return;
}
}
}
}