using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace GameFramework
{
///
/// 场景异步加载器(持久化单例)。带黑色淡入淡出过渡。
/// 场景名可在 Inspector 配置,默认 MainMenu / Gameplay / Scoring。
///
/// 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)。
///
public class SceneLoader : PersistentSingleton
{
[Header("过渡")]
[SerializeField] private Image transitionImage;
[SerializeField] private float fadeTime = 1.5f;
[Header("场景名(按你工程里的实际名称填)")]
[SerializeField] private string mainMenuScene = "MainMenu";
[SerializeField] private string gameplayScene = "Gameplay";
[SerializeField] private string scoringScene = "Scoring";
private Color color;
public void LoadGameplayScene() => Load(gameplayScene);
public void LoadMainMenuScene() => Load(mainMenuScene);
public void LoadScoringScene() => Load(scoringScene);
public void Load(string sceneName)
{
StopAllCoroutines();
StartCoroutine(LoadingCoroutine(sceneName));
}
private IEnumerator LoadingCoroutine(string sceneName)
{
var loadingOperation = SceneManager.LoadSceneAsync(sceneName);
loadingOperation.allowSceneActivation = false;
if (transitionImage != null)
{
transitionImage.gameObject.SetActive(true);
color = transitionImage.color;
color.a = 0f;
// 淡入到黑
while (color.a < 1f)
{
color.a = Mathf.Clamp01(color.a + Time.unscaledDeltaTime / fadeTime);
transitionImage.color = color;
yield return null;
}
}
// 等异步加载到 90%
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
loadingOperation.allowSceneActivation = true;
if (transitionImage != null)
{
// 淡出到透明
while (color.a > 0f)
{
color.a = Mathf.Clamp01(color.a - Time.unscaledDeltaTime / fadeTime);
transitionImage.color = color;
yield return null;
}
transitionImage.gameObject.SetActive(false);
}
}
}
}