【发布时间】:2018-11-25 16:30:27
【问题描述】:
一共有9个场景。所有都添加在“构建设置”中。 9 个场景中有 7 个正在加载,但是当我尝试加载其他 2 个场景时,它一直在说:
无法加载场景“SceneName”,因为它尚未添加到构建设置或 AssetBundle 尚未加载。要将场景添加到构建设置,请使用菜单 File->Build Settings... UnityEngine.SceneManagement.SceneManager:LoadSceneAsync(String, LoadSceneMode) MoreMountains.CorgiEngine.c__Iterator0:MoveNext() (在 Assets/CorgiEngine/Common/Scripts/ Managers/LoadingSceneManager.cs:88) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) MoreMountains.CorgiEngine.LoadingSceneManager:Start()(在 Assets/CorgiEngine/Common/Scripts/Managers/LoadingSceneManager.cs:67)
我已经在场景管理器中添加了场景,但它一直显示这个错误。我已经尝试了很多。请帮我解决问题。这是我的“LoadingSceneManager”脚本:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
namespace MoreMountains.CorgiEngine
{
public class LoadingSceneManager : MonoBehaviour
{
[Header("Binding")]
/// The name of the scene to load while the actual target scene is
loading (usually a loading screen)
public static string LoadingScreenSceneName="LoadingScreen";
[Header("GameObjects")]
/// the text object where you want the loading message to be displayed
public Text LoadingText;
/// the canvas group containing the progress bar
public CanvasGroup LoadingProgressBar;
/// the canvas group containing the animation
public CanvasGroup LoadingAnimation;
/// the canvas group containing the animation to play when loading is complete
public CanvasGroup LoadingCompleteAnimation;
[Header("Time")]
/// the duration (in seconds) of the initial fade in
public float StartFadeDuration=0.2f;
/// the speed of the progress bar
public float ProgressBarSpeed=2f;
/// the duration (in seconds) of the load complete fade out
public float ExitFadeDuration=0.2f;
/// the delay (in seconds) before leaving the scene when complete
public float LoadCompleteDelay=0.5f;
protected AsyncOperation _asyncOperation;
protected static string _sceneToLoad = "";
protected float _fadeDuration = 0.5f;
protected float _fillTarget=0f;
protected string _loadingTextValue;
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
if (LoadingScreenSceneName!=null)
{
SceneManager.LoadScene(LoadingScreenSceneName);
}
}
/// <summary>
/// On Start(), we start loading the new level asynchronously
/// </summary>
protected virtual void Start()
{
_loadingTextValue=LoadingText.text;
if (_sceneToLoad != "")
{
StartCoroutine(LoadAsynchronously());
}
}
/// <summary>
/// Every frame, we fill the bar smoothly according to loading progress
/// </summary>
protected virtual void Update()
{
LoadingProgressBar.GetComponent<Image>().fillAmount = MMMaths.Approach(LoadingProgressBar.GetComponent<Image>().fillAmount,_fillTarget,Time.deltaTime*ProgressBarSpeed);
}
/// <summary>
/// Loads the scene to load asynchronously.
/// </summary>
protected virtual IEnumerator LoadAsynchronously()
{
// we setup our various visual elements
LoadingSetup();
// we start loading the scene
_asyncOperation = SceneManager.LoadSceneAsync(_sceneToLoad,LoadSceneMode.Single );
_asyncOperation.allowSceneActivation = false;
// while the scene loads, we assign its progress to a target that we'll use to fill the progress bar smoothly
while (_asyncOperation.progress < 0.9f)
{
_fillTarget = _asyncOperation.progress;
yield return null;
}
// when the load is close to the end (it'll never reach it), we set it to 100%
_fillTarget = 1f;
// we wait for the bar to be visually filled to continue
while (LoadingProgressBar.GetComponent<Image>().fillAmount != _fillTarget)
{
yield return null;
}
// the load is now complete, we replace the bar with the complete animation
LoadingComplete();
yield return new WaitForSeconds(LoadCompleteDelay);
// we fade to black
GUIManager.Instance.FaderOn(true,ExitFadeDuration);
yield return new WaitForSeconds(ExitFadeDuration);
// we switch to the new scene
_asyncOperation.allowSceneActivation = true;
}
/// <summary>
/// Sets up all visual elements, fades from black at the start
/// </summary>
protected virtual void LoadingSetup()
{
GUIManager.Instance.Fader.gameObject.SetActive(true);
GUIManager.Instance.Fader.GetComponent<Image>().color=new Color(0,0,0,1f);
GUIManager.Instance.FaderOn(false,ExitFadeDuration);
LoadingCompleteAnimation.alpha=0;
LoadingProgressBar.GetComponent<Image>().fillAmount = 0f;
LoadingText.text = _loadingTextValue;
}
/// <summary>
/// Triggered when the actual loading is done, replaces the progress bar with the complete animation
/// </summary>
protected virtual void LoadingComplete()
{
LoadingCompleteAnimation.gameObject.SetActive(true);
StartCoroutine(MMFade.FadeCanvasGroup(LoadingProgressBar,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingAnimation,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingCompleteAnimation,0.1f,1f));
}
}
}
【问题讨论】:
-
“我已经在场景管理器中添加了场景”是什么意思?您是在谈论构建设置吗? (菜单
File>Build Settings)。您确定您尝试加载的场景名称正是构建设置中的场景名称吗? -
只是关于样式的附注,您不需要在 C# 中为私有/受保护的变量添加下划线前缀。您可以使用
this.sceneToLoad = sceneToLoad而不是下划线语法。 -
@Hellium 是的,我在谈论构建设置,我要加载的所有场景都在具有正确名称的构建设置中,但仍然显示错误
-
@Hellium 是的,它也被检查了。我已经更新了问题,还添加了构建设置屏幕截图链接。请检查一下
-
@Hellium out of 9 Scenes 它只打开了 7 个场景,当尝试打开“Level1”和“Level4”时它显示错误。