Переделывание загрузки сцены
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@ -5,6 +6,32 @@ public class StartGameScript : MonoBehaviour
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{
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public void StartGame()
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{
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SceneManager.LoadSceneAsync(StaticDataMap.SelectedMap);
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StartCoroutine(LoadSceneAsync(StaticDataMap.SelectedMap, SceneManager.GetActiveScene().name));
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Debug.Log("Çàãðóçêà");
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}
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private IEnumerator LoadSceneAsync(string newScene, string oldScene)
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{
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// Çàãðóæàåì íîâóþ ñöåíó àñèíõðîííî
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(newScene, LoadSceneMode.Additive);
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// Îæèäàåì, ïîêà íîâàÿ ñöåíà ïîëíîñòüþ çàãðóçèòñÿ
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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// Äåëàåì çàãðóæåííóþ ñöåíó àêòèâíîé
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(newScene));
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// Âûãðóæàåì ñòàðóþ ñöåíó
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AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(oldScene);
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// Îæèäàåì, ïîêà ñòàðàÿ ñöåíà ïîëíîñòüþ âûãðóçèòñÿ
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while (!asyncUnload.isDone)
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{
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yield return null;
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}
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Debug.Log("Ñöåíà " + oldScene + " âûãðóæåíà, à ñöåíà " + newScene + " çàãðóæåíà è àêòèâíà.");
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}
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}
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