首页 > 解决方案 > SceneManager 没有激活我之前的场景

问题描述

我正在展示一个库存场景,我通过 LoadScene Additive 做到这一点。我将玩家转移到这个新场景。

这也很好用。在加载新场景之前,我存储了对当前活动场景的引用,如下所示:

private Scene PrevScene;

PrevScene = SceneManager.GetActiveScene();

现在当玩家通过按键退出库存场景时,我想我可以简单地将前一个场景再次设置为活动场景,如下所示:

SceneManager.MoveGameObjectToScene(UIRootObject, PrevScene); //transfer the player to the new scene
SceneManager.SetActiveScene(PrevScene);

但是,之前的场景没有加载。相反,库存场景变得越来越亮,所以我想我正在一次又一次地加载库存场景。

我的方法有什么根本上的错误,还是需要更多代码才能看到我做错了什么?

如果是,我已经在下面说明了整个代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

//First, load scene with SceneManager.LoadSceneAsync.Set allowSceneActivation to false so that the scene won't activate automatically after loading.

public class PlayerScript : MonoBehaviour
{
public GameObject UIRootObject;
private bool _bInventoryShown = false;
private Scene PrevScene;

void Update()
{
    if (Input.GetKeyDown(KeyCode.I))
    {

        Debug.Log("Is inventory currently shown: " + _bInventoryShown);

        //player pressed I to show the inventory
        if (!_bInventoryShown)
        {
            //store the currently active scene
            PrevScene = SceneManager.GetActiveScene();

            //start loading the inventory scene
            StartCoroutine(loadScene("inventory"));
        }
        else
        {
            //player pressed I again to hide the inventory scene
            //so just set the previous scene as the active scene
            SceneManager.MoveGameObjectToScene(UIRootObject, PrevScene); //transfer the player to the new scene
            SceneManager.SetActiveScene(PrevScene);
        }

        _bInventoryShown = !_bInventoryShown;
    }
}
IEnumerator loadScene(string SceneName)
{
    AsyncOperation nScene = SceneManager.LoadSceneAsync(SceneName, LoadSceneMode.Additive);
    nScene.allowSceneActivation = false;

    while (nScene.progress < 0.9f)
    {
        Debug.Log("Loading scene " + " [][] Progress: " + nScene.progress);
        yield return null;
    }

    //Activate the Scene
    nScene.allowSceneActivation = true;

    while (!nScene.isDone)
    {
        // wait until it is really finished
        yield return null;
    }

    Scene nThisScene = SceneManager.GetSceneByName(SceneName);

    if (nThisScene.IsValid())
    {
        Debug.Log("Scene is Valid");
        SceneManager.MoveGameObjectToScene(UIRootObject, nThisScene); //transfer the player to the new scene
        SceneManager.SetActiveScene(nThisScene); //activate the scene
    }
    else
    {
        Debug.Log("Invalid scene!!");
    }
}
}

标签: unity3d

解决方案


明白了:我需要调用 SceneManager.Unload(SceneName)。


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