修复UI系统BUG

This commit is contained in:
JA
2026-07-01 02:03:14 +08:00
parent 7f8576d2a6
commit cf9f694615
8 changed files with 170 additions and 20 deletions
+27 -5
View File
@@ -11,7 +11,7 @@ namespace GameFramework
///
/// 搭建:把 SceneLoader 挂到一个空物体上(放第一个场景 MainMenu 里),
/// 它会 DontDestroyOnLoad。transitionImage 是它子物体 Canvas 上的 Image(全屏黑),
/// Canvas 设为 Screen Space - Overlay、sortingOrder 设很高(如 1000)。
/// Canvas 设为 Screen Space - Overlay、sortingOrder 设很高(如 9999)。
/// </summary>
public class SceneLoader : PersistentSingleton<SceneLoader>
{
@@ -25,18 +25,28 @@ namespace GameFramework
[SerializeField] private string scoringScene = "Scoring";
private Color color;
private bool isLoading = false;
public void LoadGameplayScene() => Load(gameplayScene);
public void LoadMainMenuScene() => Load(mainMenuScene);
public void LoadScoringScene() => Load(scoringScene);
public void Load(string sceneName)
{
if (isLoading) return;
isLoading = true;
StopAllCoroutines();
StartCoroutine(LoadingCoroutine(sceneName));
}
private IEnumerator LoadingCoroutine(string sceneName)
{
if (transitionImage == null)
{
Debug.LogWarning("[SceneLoader] transitionImage 未赋值! " +
"请在 SceneLoader 子物体上创建 Canvas (Overlay, SortOrder=9999) + 全屏黑色 Image" +
"拖到 SceneLoader 的 transitionImage 字段。");
}
var loadingOperation = SceneManager.LoadSceneAsync(sceneName);
loadingOperation.allowSceneActivation = false;
@@ -46,20 +56,32 @@ namespace GameFramework
color = transitionImage.color;
color.a = 0f;
// 淡入到黑
// 淡入到黑LoadSceneAsync 在后台并行加载)
while (color.a < 1f)
{
color.a = Mathf.Clamp01(color.a + Time.unscaledDeltaTime / fadeTime);
transitionImage.color = color;
yield return null;
}
color.a = 1f;
transitionImage.color = color;
// 淡入完成后,确保场景已加载就绪(大多数情况下已经加载好了)
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
}
else
{
// 没有过渡图,直接等加载
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
}
// 等异步加载到 90%
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
loadingOperation.allowSceneActivation = true;
// 等待场景切换完全完成(旧场景卸载 + 新场景渲染就绪)
// 没有这一步会在场景交接时闪一帧旧场景的内容
yield return null;
yield return null;
if (transitionImage != null)
{
// 淡出到透明