示例代码
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Panel_Loading : MonoBehaviour
{
Image Img_Load;
Text Text_Percent;
/// <summary>
/// 虚拟进度
/// </summary>
private int _displayProcess;
/// <summary>
/// 当前进度
/// </summary>
private int _currentProcess;
void Awake()
{
UpdateUI();
Init();
}
void Init()
{
Img_Load = transform.Find_T<Image>("Img_LoadingBar");
Text_Percent = transform.Find_T<Text>("Text_LoadingPercent");
StartCoroutine("LoadScene");
}
IEnumerator LoadScene()
{
//状态重置
_displayProcess = 0;
//降低GC开销
WaitForEndOfFrame WaitForEndOfFrame_ = new WaitForEndOfFrame();
//发送的消息 data=K+V
//必须要等一帧 不然加载界面刷不出来
yield return WaitForEndOfFrame_;
//开始异步加载
AsyncOperation operation = SceneManager.LoadSceneAsync(Scene_Mgr.Instance.SceneName, LoadSceneMode.Single);
operation.allowSceneActivation = false;
while (operation.progress < 0.9f)
{
_currentProcess = (int)(operation.progress * 100);
while (_displayProcess < _currentProcess)
{
_displayProcess += 1;
Img_Load.fillAmount = _displayProcess / 100f;
Text_Percent.text = _displayProcess.ToString() + "%";
yield return WaitForEndOfFrame_;
}
yield return WaitForEndOfFrame_;
}
_currentProcess = 100;
while (_displayProcess < _currentProcess)
{
_displayProcess += 1;
Img_Load.fillAmount = _displayProcess / 100f;
Text_Percent.text = _displayProcess.ToString() + "%";
yield return WaitForEndOfFrame_;
}
operation.allowSceneActivation = true;
yield return WaitForEndOfFrame_;
}
void UpdateUI()
{
Img_Load.fillAmount = 0;
Text_Percent.text = "0%";
}
}