获取操作进度。(只读)
返回操作的进度。(只读)
这将返回操作的剩余进度。当进度浮点值到达 1.0 并调用 isDone 时,操作结束。如果将 allowSceneActivation 设置为 false,则进度将在 0.9 处停止,直到被设置为 true。这对于创建加载条来说极其有用。
另请参阅:isDone。
//This script lets you load a Scene asynchronously. It uses an asyncOperation to calculate the progress and outputs the current progress to Text (could also be used to make progress bars).
//Attach this script to a GameObject //Create a Button (Create>UI>Button) and a Text GameObject (Create>UI>Text) and attach them both to the Inspector of your GameObject //In Play Mode, press your Button to load the Scene, and the Text changes depending on progress. Press the space key to activate the Scene. //Note: The progress may look like it goes straight to 100% if your Scene doesn’t have a lot to load.
using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;
public class AsyncOperationProgressExample : MonoBehaviour { public Text m_Text; public Button m_Button;
void Start() { //Call the LoadButton() function when the user clicks this Button m_Button.onClick.AddListener(LoadButton); }
void LoadButton() { //Start loading the Scene asynchronously and output the progress bar StartCoroutine(LoadScene()); }
IEnumerator LoadScene() { yield return null;
//Begin to load the Scene you specify AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("Scene3"); //Don't let the Scene activate until you allow it to asyncOperation.allowSceneActivation = false; Debug.Log("Pro :" + asyncOperation.progress); //When the load is still in progress, output the Text and progress bar while (!asyncOperation.isDone) { //Output the current progress m_Text.text = "Loading progress: " + (asyncOperation.progress * 100) + "%";
// Check if the load has finished if (asyncOperation.progress >= 0.9f) { //Change the Text to show the Scene is ready m_Text.text = "Press the space bar to continue"; //Wait to you press the space key to activate the Scene if (Input.GetKeyDown(KeyCode.Space)) //Activate the Scene asyncOperation.allowSceneActivation = true; }
yield return null; } } }
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