共有9個場景。全部都在「Build Settings」中添加。 7個場面出9加載,但是當我嘗試加載其他兩個場景就不停地說:現場不裝貨
場景「SceneName」無法加載,因爲它沒有被添加到構建設置或AssetBundle有未加載。到場景添加到構建設置使用菜單文件 - >構建設置... UnityEngine.SceneManagement.SceneManager:LoadSceneAsync(字符串,LoadSceneMode)MoreMountains.CorgiEngine.c__Iterator0:調用MoveNext()(在資產/ CorgiEngine /通用/腳本/經理/ LoadingSceneManager.cs:88)UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator的)MoreMountains.CorgiEngine.LoadingSceneManager:開始()(在資產/ CorgiEngine /通用/腳本/經理/ LoadingSceneManager.cs:67)
我已經添加了場景的場景管理器,但它一直顯示此錯誤。我已經嘗試了很多。請幫我解決問題。這是我的「LoadingSceneManager」腳本:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
namespace MoreMountains.CorgiEngine
{
public class LoadingSceneManager : MonoBehaviour
{
[Header("Binding")]
/// The name of the scene to load while the actual target scene is
loading (usually a loading screen)
public static string LoadingScreenSceneName="LoadingScreen";
[Header("GameObjects")]
/// the text object where you want the loading message to be displayed
public Text LoadingText;
/// the canvas group containing the progress bar
public CanvasGroup LoadingProgressBar;
/// the canvas group containing the animation
public CanvasGroup LoadingAnimation;
/// the canvas group containing the animation to play when loading is complete
public CanvasGroup LoadingCompleteAnimation;
[Header("Time")]
/// the duration (in seconds) of the initial fade in
public float StartFadeDuration=0.2f;
/// the speed of the progress bar
public float ProgressBarSpeed=2f;
/// the duration (in seconds) of the load complete fade out
public float ExitFadeDuration=0.2f;
/// the delay (in seconds) before leaving the scene when complete
public float LoadCompleteDelay=0.5f;
protected AsyncOperation _asyncOperation;
protected static string _sceneToLoad = "";
protected float _fadeDuration = 0.5f;
protected float _fillTarget=0f;
protected string _loadingTextValue;
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
if (LoadingScreenSceneName!=null)
{
SceneManager.LoadScene(LoadingScreenSceneName);
}
}
/// <summary>
/// On Start(), we start loading the new level asynchronously
/// </summary>
protected virtual void Start()
{
_loadingTextValue=LoadingText.text;
if (_sceneToLoad != "")
{
StartCoroutine(LoadAsynchronously());
}
}
/// <summary>
/// Every frame, we fill the bar smoothly according to loading progress
/// </summary>
protected virtual void Update()
{
LoadingProgressBar.GetComponent<Image>().fillAmount = MMMaths.Approach(LoadingProgressBar.GetComponent<Image>().fillAmount,_fillTarget,Time.deltaTime*ProgressBarSpeed);
}
/// <summary>
/// Loads the scene to load asynchronously.
/// </summary>
protected virtual IEnumerator LoadAsynchronously()
{
// we setup our various visual elements
LoadingSetup();
// we start loading the scene
_asyncOperation = SceneManager.LoadSceneAsync(_sceneToLoad,LoadSceneMode.Single);
_asyncOperation.allowSceneActivation = false;
// while the scene loads, we assign its progress to a target that we'll use to fill the progress bar smoothly
while (_asyncOperation.progress < 0.9f)
{
_fillTarget = _asyncOperation.progress;
yield return null;
}
// when the load is close to the end (it'll never reach it), we set it to 100%
_fillTarget = 1f;
// we wait for the bar to be visually filled to continue
while (LoadingProgressBar.GetComponent<Image>().fillAmount != _fillTarget)
{
yield return null;
}
// the load is now complete, we replace the bar with the complete animation
LoadingComplete();
yield return new WaitForSeconds(LoadCompleteDelay);
// we fade to black
GUIManager.Instance.FaderOn(true,ExitFadeDuration);
yield return new WaitForSeconds(ExitFadeDuration);
// we switch to the new scene
_asyncOperation.allowSceneActivation = true;
}
/// <summary>
/// Sets up all visual elements, fades from black at the start
/// </summary>
protected virtual void LoadingSetup()
{
GUIManager.Instance.Fader.gameObject.SetActive(true);
GUIManager.Instance.Fader.GetComponent<Image>().color=new Color(0,0,0,1f);
GUIManager.Instance.FaderOn(false,ExitFadeDuration);
LoadingCompleteAnimation.alpha=0;
LoadingProgressBar.GetComponent<Image>().fillAmount = 0f;
LoadingText.text = _loadingTextValue;
}
/// <summary>
/// Triggered when the actual loading is done, replaces the progress bar with the complete animation
/// </summary>
protected virtual void LoadingComplete()
{
LoadingCompleteAnimation.gameObject.SetActive(true);
StartCoroutine(MMFade.FadeCanvasGroup(LoadingProgressBar,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingAnimation,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingCompleteAnimation,0.1f,1f));
}
}
}
你是什麼意思「我已經添加了場景管理場景」是什麼意思?你在談論構建設置? (菜單「文件」>「生成設置」)。你確定你要加載的場景的名稱是**完全**構建設置中的場景名稱嗎? – Hellium
只是關於樣式的一個側面說明,您不需要在C#中用下劃線爲您的私有/受保護的變量添加前綴。你可以使用'this.sceneToLoad = sceneToLoad'而不是下劃線語法。 – Soviut
@Hellium是的我在談論構建設置,我想要加載的所有場景都在構建設置中,並且名稱正確,但仍然顯示錯誤 – Farooq