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https://github.com/tuyoogame/YooAsset.git
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refactor load scene code
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@@ -86,7 +86,7 @@ namespace YooAsset
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/// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。
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/// 注意:业务逻辑层应该避免同时加载一个子场景。
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/// </summary>
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority, LocalPhysicsMode physicsMode = default)
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@@ -97,7 +97,7 @@ namespace YooAsset
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}
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// 如果加载的是主场景,则卸载所有缓存的场景
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if (sceneMode == LoadSceneMode.Single)
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if (loadSceneParams.loadSceneMode == LoadSceneMode.Single)
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{
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UnloadAllScene();
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}
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@@ -107,9 +107,9 @@ namespace YooAsset
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ProviderOperation provider;
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{
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if (_simulationOnEditor)
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode);
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad);
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else
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode);
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad);
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provider.InitSpawnDebugInfo();
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_providerDic.Add(providerGUID, provider);
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OperationSystem.StartOperation(PackageName, provider);
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