UGUI_游戏菜单场景切换

事件委托

GameManger(空物体)+GameManger脚本——重要的方式

public class GameManger : MonoBehaviour {

    public void OnStartGame(string sceneName)
    {
        Application.LoadLevel(sceneName);
    }

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

public class GameManger : MonoBehaviour
 {
    public void OnStartGame(int sceneIndex)
    {
        //Application.LoadLevel(sceneIndex);
         SceneManager.LoadScene(1);
    }
}

Unity3D  SceneManager场景管理用法总结

一、Unity关卡

Unity 使用过程中关卡加载和卸载是大多数三维引擎都要提供的基本功能。 
因为关卡切换在游戏中非常常用。 
在之前的版本中Unity的关卡切换使用的是:

Application.loadedLevel();
  • 1看看Application类,此时这个类的功能比较繁杂,比较多。只看与关卡相关的:
 1  [Obsolete("Use SceneManager.LoadScene")]
 2         public static void LoadLevel(string name);
 3 
 4         [Obsolete("Use SceneManager.LoadScene")]
 5         public static void LoadLevel(int index);
 6 
 7         [Obsolete("Use SceneManager.LoadScene")]
 8         public static void LoadLevelAdditive(string name);
 9 
10         [Obsolete("Use SceneManager.LoadScene")]
11         public static void LoadLevelAdditive(int index);
12   //
13         // 摘要:
14         //     ///
15         //     Unloads all GameObject associated with the given scene. Note that assets are
16         //     currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
17         //     ///
18         //
19         // 参数:
20         //   index:
21         //     Index of the scene in the PlayerSettings to unload.
22         //
23         //   scenePath:
24         //     Name of the scene to Unload.
25         //
26         // 返回结果:
27         //     ///
28         //     Return true if the scene is unloaded.
29         //     ///
30         [Obsolete("Use SceneManager.UnloadScene")]
31         public static bool UnloadLevel(string scenePath);
32         //
33         // 摘要:
34         //     ///
35         //     Unloads all GameObject associated with the given scene. Note that assets are
36         //     currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
37         //     ///
38         //
39         // 参数:
40         //   index:
41         //     Index of the scene in the PlayerSettings to unload.
42         //
43         //   scenePath:
44         //     Name of the scene to Unload.
45         //
46         // 返回结果:
47         //     ///
48         //     Return true if the scene is unloaded.
49         //     ///
50         [Obsolete("Use SceneManager.UnloadScene")]
51         public static bool UnloadLevel(int index);

注解: 
这是之前的Application中的关卡的加载和卸载。 
当然现在在新版本(Unity5.3以上)中,有了新的变化,那就是SceneManager类了处理。

二、Untiy的SceneManager类

自从Unity5.3版本,Unity 的关卡切换就添加了新的SceneManager的类来处理。 
当然要安装过了Unity文档帮助,并且给下面路径一样,就可以知道在本地打开。 
本地链接: 
file:///C:/Program%20Files/Unity5.3.0/Editor/Data/Documentation/en/Manual/UpgradeGuide53.html 
也可以在Unity中搜索SceneManager来查看。

  1 #region 程序集 UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
  2 // H:UnityUnityProjectShiftLevelsLibraryUnityAssembliesUnityEngine.dll
  3 #endregion
  4 
  5 using UnityEngine.Internal;
  6 
  7 namespace UnityEngine.SceneManagement
  8 {
  9     //
 10     // 摘要:
 11     //     ///
 12     //     Scene management at run-time.
 13     //     ///
 14     public class SceneManager
 15     {
 16         public SceneManager();
 17 
 18 
 19         public static int sceneCount { get; }
 20         //
 21 
 22         public static int sceneCountInBuildSettings { get; }
 23 
 24 
 25         public static Scene GetActiveScene();
 26 
 27         public static Scene[] GetAllScenes();
 28         // 参数:
 29         //   index:
 30         //     Index of the scene to get. Index must be greater than or equal to 0 and less
 31         //     than SceneManager.sceneCount.
 32         public static Scene GetSceneAt(int index);
 33 
 34         // 返回结果:
 35         //     ///
 36         //     The scene if found or an invalid scene if not.
 37         //     ///
 38         public static Scene GetSceneByName(string name);
 39 
 40         //     Searches all scenes added to the SceneManager for a scene that has the given
 41         //     asset path.
 42         //     ///
 43         //
 44         // 参数:
 45         //   scenePath:
 46         //     Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity".
 47         public static Scene GetSceneByPath(string scenePath);
 48         [ExcludeFromDocs]
 49         public static void LoadScene(int sceneBuildIndex);
 50         [ExcludeFromDocs]
 51         public static void LoadScene(string sceneName);
 52 
 53         // 参数:
 54         //   sceneName:
 55         //     Name of the scene to load.
 56         //
 57         //   sceneBuildIndex:
 58         //     Index of the scene in the Build Settings to load.
 59         //
 60         //   mode:
 61         //     Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode
 62         //     for more information about the options.
 63         public static void LoadScene(int sceneBuildIndex, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode);
 64 
 65         // 参数:
 66         //   sceneName:
 67         //     Name of the scene to load.
 68         //
 69         //   sceneBuildIndex:
 70         //     Index of the scene in the Build Settings to load.
 71         //
 72         //   mode:
 73         //     Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode
 74         //     for more information about the options.
 75         public static void LoadScene(string sceneName, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode);
 76         [ExcludeFromDocs]
 77         public static AsyncOperation LoadSceneAsync(int sceneBuildIndex);
 78         [ExcludeFromDocs]
 79         public static AsyncOperation LoadSceneAsync(string sceneName);
 80 
 81         // 参数:
 82         //   sceneName:
 83         //     Name of the scene to load.
 84         //
 85         //   sceneBuildIndex:
 86         //     Index of the scene in the Build Settings to load.
 87         //
 88         //   mode:
 89         //     If LoadSceneMode.Single then all current scenes will be unloaded before loading.
 90         public static AsyncOperation LoadSceneAsync(int sceneBuildIndex, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode);
 91 
 92         // 参数:
 93         //   sceneName:
 94         //     Name of the scene to load.
 95         //
 96         //   sceneBuildIndex:
 97         //     Index of the scene in the Build Settings to load.
 98         //
 99         //   mode:
100         //     If LoadSceneMode.Single then all current scenes will be unloaded before loading.
101         public static AsyncOperation LoadSceneAsync(string sceneName, [DefaultValue("LoadSceneMode.Single")] LoadSceneMode mode);
102         //
103 
104         // 参数:
105         //   sourceScene:
106         //     The scene that will be merged into the destination scene.
107         //
108         //   destinationScene:
109         //     Existing scene to merge the source scene into.
110         public static void MergeScenes(Scene sourceScene, Scene destinationScene);
111         //
112         // 摘要:
113         //     ///
114         //     Move a GameObject from its current scene to a new scene. /// It is required that
115         //     the GameObject is at the root of its current scene.
116         //     ///
117         //
118         // 参数:
119         //   go:
120         //     GameObject to move.
121         //
122         //   scene:
123         //     Scene to move into.
124         public static void MoveGameObjectToScene(GameObject go, Scene scene);
125         //
126 
127         // 返回结果:
128         //     ///
129         //     Returns false if the scene is not loaded yet.
130         //     ///
131         public static bool SetActiveScene(Scene scene);
132 
133         //     ///
134         public static bool UnloadScene(string sceneName);
135         //
136         // 摘要:
137         //     ///
138         //     Unloads all GameObjects associated with the given scene. Note that assets are
139         //     currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
140         //     ///
141         //
142         // 参数:
143         //   sceneBuildIndex:
144         //     Index of the scene in the Build Settings to unload.
145         //
146         //   sceneName:
147         //     Name of the scene to unload.
148         //
149         // 返回结果:
150         //     ///
151         //     Returns true if the scene is unloaded.
152         //     ///
153         public static bool UnloadScene(int sceneBuildIndex);
154     }
155 }

三、SceneManager对于获取场景的一些操作

(一) 
SceneManager 
class in UnityEngine.SceneManagement 
描述:运行时的场景管理。 
静态变量sceneCount: 当前加载的场景的总数。 
前加载的场景的数量将被返回。 
sceneCountInBuildSettings : 在BuildSettings的号码。

(二) 
CreateScene:在运行时创建一个空的新场景,使用给定的名称。 
在运行时创建一个空的新场景,使用给定的名称。 
新的场景将开放相加到层次与现有已经打开的场景。新场景的路径将是空的。此函数用于在运行时创建场景。创建一个场景编辑时间(例如,使编辑脚本或工具需要创建场景时),使用editorscenemanager.newscene。

(三) 
public static SceneManagement.Scene GetActiveScene() 
现场的活动场景。 
描述:获取当前活动场景。 
当前活动的场景将被用来作为目标由脚本实例化新的游戏对象现场。

 1 using UnityEngine;
 2 using UnityEngine.SceneManagement;
 3 
 4 public class GetActiveSceneExample : MonoBehaviour
 5 {
 6     void Start()
 7     {
 8         Scene scene = SceneManager.GetActiveScene();
 9 
10         Debug.Log("Active scene is '" + scene.name + "'.");
11     }
12 }

(四) 
public static SceneManagement.Scene GetSceneAt(int index); 
index:场景索引。指数必须大于或等于0和小于scenemanager.scenecount。

返回: 
根据给定的参数返回一个场景引用。 
获取现场在添加场景的场景管理器的列表索引:

using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using UnityEngine;
public class Example
{
    // adds a menu item which gives a brief summary of currently open scenes
    [MenuItem("SceneExample/Scene Summary")]
    public static void ListSceneNames()
    {
        string output = "";
        if (SceneManager.sceneCount > 0)
        {
            for (int n = 0; n < SceneManager.sceneCount; ++n)
            {
                Scene scene = SceneManager.GetSceneAt(n);
                output += scene.name;
                output += scene.isLoaded ? " (Loaded, " : " (Not Loaded, ";
                output += scene.isDirty ? "Dirty, " : "Clean, ";
                output += scene.buildIndex >=0 ? " in build)
" : " NOT in build)
";
            }
        }
        else
        {
            output = "No open scenes.";
        }
        EditorUtility.DisplayDialog("Scene Summary",output, "Ok");
    }
}

(五)

public static SceneManagement.Scene GetActiveScene(); 
获取当前活动场景。 
当前活动的场景将被用来作为目标由脚本实例化新对象。

 1 using UnityEngine;
 2 using UnityEngine.SceneManagement;
 3 
 4 public class GetActiveSceneExample : MonoBehaviour
 5 {
 6     void Start()
 7     {
 8         Scene scene = SceneManager.GetActiveScene();
 9 
10         Debug.Log("Active scene is '" + scene.name + "'.");
11     }
12 }
13 
14 public static void LoadScene(int sceneBuildIndex, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single);
15 public static void LoadScene(string sceneName, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single);

sceneName: 需发加载的场景名称或路径。

sceneBuildIndex:在“ Build Settings”加载中的场景的索引。

Mode:允许您指定是否要加载相加现场。见LoadScene模式有关选项的详细信息。 
LoadSceneMode:在播放器加载一个场景时使用。 
Single:关闭所有当前场景和加载一个新场景。 
Additive:将场景添加到当前加载的场景中。 
你可以使用这个异步版本:LoadSceneAsync。

1 using UnityEngine;
2 using UnityEngine.SceneManagement;
3 
4 public class ExampleClass : MonoBehaviour {
5     void Start () {
6         // Only specifying the sceneName or sceneBuildIndex will load the scene with the Single mode
7         SceneManager.LoadScene ("OtherSceneName", LoadSceneMode.Additive);
8     }
9 }

四、5.3的实现代码

上代码:

  1 /**************************************************************************
  2 Copyright:@maxdong
  3 Author: maxdong
  4 Date: 2017-07-04
  5 Description:加载关卡,可以分组加载和卸载。使用Unity版本为5.3.0.
  6 因为里面使用了场景管理的一个类,这个类在5.3.0以上版本才添加的。
  7 测试操作:使用空格键来切换场景,然后间隔5秒后才开始卸载。
  8 **************************************************************************/
  9 using UnityEngine;
 10 using System.Collections;
 11 using UnityEngine.SceneManagement;
 12 
 13 [System.Serializable]
 14 public class LevelOrder
 15 {
 16 
 17     [Header("每组关卡名称")]
 18     public string[] LevelNames;
 19 }
 20 
 21 public class ChangLevelsHasMain : MonoBehaviour
 22 {
 23     [Header("所有关卡列表")]
 24     public LevelOrder[] levelOrder;
 25     private static int index;
 26     private int totalLevels = 0;
 27     private int levelOrderLength;
 28 
 29     void Start ()
 30     {
 31         for (int i = 0; i < levelOrder.Length; i++)
 32         {
 33             totalLevels += levelOrder[i].LevelNames.Length;
 34         }
 35 
 36         if (totalLevels != SceneManager.sceneCountInBuildSettings)
 37         {
 38 
 39         }
 40         levelOrderLength = levelOrder.Length;
 41     }
 42 
 43     // Update is called once per frame
 44     void Update ()
 45     {
 46         if (Input.GetKeyDown(KeyCode.Space))
 47         {
 48             bool isOk = LoadNextLevels();
 49             if (isOk)
 50             {
 51                 InvokeRepeating("UnloadLastLevel", 2.0f, 5);
 52             }
 53         }
 54     }
 55 
 56     bool LoadNextLevels()
 57     {
 58         bool bResult = true;
 59         //index = index % levelOrderLength;
 60         if (index < 0 || index >= levelOrderLength)
 61         {
 62             bResult = false;
 63             return bResult;
 64         }
 65 
 66         int LoadTimes = levelOrder[index].LevelNames.Length;
 67         for (int i = 0; i < LoadTimes; i++)
 68         {
 69             SceneManager.LoadSceneAsync(levelOrder[index].LevelNames[i], LoadSceneMode.Additive);
 70         }
 71         return bResult;
 72     }
 73 
 74     void UnloadLastLevel()
 75     {
 76         if (index == 0)
 77         {
 78             index++;
 79             CancelInvoke("UnloadLastLevel");
 80             return;
 81         }
 82         // 上一組的關卡
 83         int TmpLast = (index - 1) >= 0 ? (index - 1) : levelOrderLength - 1;
 84         int LoadTimes = levelOrder[index].LevelNames.Length;
 85         for (int i = 0; i < LoadTimes; i++)
 86         {
 87             Scene Tmp = SceneManager.GetSceneByName(levelOrder[index].LevelNames[i]);
 88             if (!Tmp.isLoaded)
 89             {
 90                 return;
 91             }
 92         }
 93 
 94         // 下一關卡全部加載完畢後,卸載之前關卡
 95         for (int i = 0; i < levelOrder[TmpLast].LevelNames.Length; i++)
 96         {
 97             SceneManager.UnloadScene(levelOrder[TmpLast].LevelNames[i]);
 98         }
 99         index++;
100         CancelInvoke("UnloadLastLevel");
101     }
102 }

就这样就可以了。 
代码主要是按组来加载关卡,然后按组来卸载。 
测试中,按下空格键来加载,每组关卡在一定时间后,(这里设置的5秒)自动卸载前一组关卡。这里主地图是不卸载的,会一直存在的。

怎么设置的呢?首先需要在Build setting中中把所有要处理的关卡放进来。要不就会在加载过程中报错。 
如下图: 
这里写图片描述

然后把代码挂在主地图的任意对象对象上就可以了. 
这里写图片描述

原文地址:https://www.cnblogs.com/NBOWeb/p/8967519.html