diff --git a/Assets/Racing_Game/Scence/Main/Main.unity b/Assets/Racing_Game/Scence/Main/Main.unity index b6c3ce91..37d0d558 100644 Binary files a/Assets/Racing_Game/Scence/Main/Main.unity and b/Assets/Racing_Game/Scence/Main/Main.unity differ diff --git a/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting b/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting new file mode 100644 index 00000000..049ad193 Binary files /dev/null and b/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting differ diff --git a/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting.meta b/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting.meta new file mode 100644 index 00000000..193f3e8c --- /dev/null +++ b/Assets/Racing_Game/Scence/Maps/2Map/New Lighting Settings.lighting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eb2ac3cb50a78dc4cbf5389d3450dc06 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 4890085278179872738 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Racing_Game/UI/MainUI/Scripts/StartGameScript.cs b/Assets/Racing_Game/UI/MainUI/Scripts/StartGameScript.cs index 85885567..5df2c87b 100644 --- a/Assets/Racing_Game/UI/MainUI/Scripts/StartGameScript.cs +++ b/Assets/Racing_Game/UI/MainUI/Scripts/StartGameScript.cs @@ -1,3 +1,4 @@ +using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; @@ -5,6 +6,32 @@ public class StartGameScript : MonoBehaviour { public void StartGame() { - SceneManager.LoadSceneAsync(StaticDataMap.SelectedMap); + StartCoroutine(LoadSceneAsync(StaticDataMap.SelectedMap, SceneManager.GetActiveScene().name)); + Debug.Log("Загрузка"); + } + private IEnumerator LoadSceneAsync(string newScene, string oldScene) + { + // Загружаем новую сцену асинхронно + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(newScene, LoadSceneMode.Additive); + + // Ожидаем, пока новая сцена полностью загрузится + while (!asyncLoad.isDone) + { + yield return null; + } + + // Делаем загруженную сцену активной + SceneManager.SetActiveScene(SceneManager.GetSceneByName(newScene)); + + // Выгружаем старую сцену + AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(oldScene); + + // Ожидаем, пока старая сцена полностью выгрузится + while (!asyncUnload.isDone) + { + yield return null; + } + + Debug.Log("Сцена " + oldScene + " выгружена, а сцена " + newScene + " загружена и активна."); } } diff --git a/Assets/URP/URP.asset b/Assets/URP/URP.asset index 3b71996f..deb27015 100644 Binary files a/Assets/URP/URP.asset and b/Assets/URP/URP.asset differ diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 2ad57d9e..d386a027 100644 Binary files a/ProjectSettings/GraphicsSettings.asset and b/ProjectSettings/GraphicsSettings.asset differ diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 538ad68a..b8e07265 100644 Binary files a/ProjectSettings/QualitySettings.asset and b/ProjectSettings/QualitySettings.asset differ