Preloading is one of the best ways which reduce user’s stress easily.
So, I created the loading.cs for preloading.
If you don’t need animation system, please get rid of the part,
” Update(){——-} “
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Loading : MonoBehaviour
{
private AsyncOperation async;
public Text loadingText;
public float waitSec = 5.0f;
public float cycle=0.8f;
float time=0;
void Start()
{
StartCoroutine("LoadData");
}
private void Update()
{
time += Time.deltaTime;
if(time <= (cycle/5f))
loadingText.text = "Now loading";
else if (time <= (cycle * 2 / 5f))
loadingText.text = "Now loading.";
else if (time <= (cycle * 3 / 5f))
loadingText.text = "Now loading..";
else if (time <= (cycle * 4 / 5f))
loadingText.text = "Now loading...";
else if (time <= cycle)
{
time = 0;
}
}
IEnumerator LoadData()
{
// シーンの読み込みを開始
async = SceneManager.LoadSceneAsync("MainScene");
// ロードが完了していても,シーンのアクティブ化は許可しない
async.allowSceneActivation = false;
while (async.progress<0.9f)
{
yield return null;
}
//ロード完了後。任意秒 待ってシーン遷移。
yield return new WaitForSeconds(waitSec);
async.allowSceneActivation = true;
}
}
BTW, be careful about “AsyncOperation”
On my script, it couldn’t work when written while (!asny.isDone) .
should use while (async.progress<0.9f)
Because when you define async.allowSceneActivation = false; at first,
“async.isDone” always return false
and
“async.progress” couldn’t reach 1.0, but 0.9
the max state will be 0.9.
Thank you for reading. Best regards.
I write this contents to improve my English skill. Don’t mind some spelling mistake.
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