Version: 2022.3

SceneManager.activeSceneChanged

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参数

value 使用 UnityAction<Scene, Scene> 或某种方法(采用两个 Scene 类型参数)的订阅。

描述

订阅此事件可在活动场景发生变化时收到通知。

此添加到 activeSceneChanged 中的脚本具有两个隐藏参数,它们是被替换的场景和下一个场景。参数不可见。

In the Editor this event is sent only in Play mode (not in Edit mode). If the event is needed for Edit mode then use EditorSceneManager.activeSceneChangedInEditMode.

// SceneManager.activeSceneChanged
//
// This example configures Scene1 to wait for 1.5 seconds before switching to Scene2.
// Scene1 is the replaced Scene; Scene2 is the new loaded Scene.

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

public class ScriptExample1 : MonoBehaviour { public delegate void Change(); public static event Change TimeChanged;

public void Start() { SceneManager.activeSceneChanged += ChangedActiveScene;

// wait 1.5 seconds before change to Scene2 StartCoroutine(TimeChangedScene()); }

IEnumerator TimeChangedScene() { print(Time.time + " seconds"); yield return new WaitForSeconds(1.5f); print(Time.time + " seconds");

// call the event TimeChanged(); }

private void ChangedActiveScene(Scene current, Scene next) { string currentName = current.name;

if (currentName == null) { // Scene1 has been removed currentName = "Replaced"; }

Debug.Log("Scenes: " + currentName + ", " + next.name); }

void OnEnable() { Debug.Log("OnEnable"); ScriptExample1.TimeChanged += ChangeScene; }

void ChangeScene() { Debug.Log("Changing to Scene2"); SceneManager.LoadScene("Scene2");

Scene scene = SceneManager.GetSceneByName("Scene2"); SceneManager.SetActiveScene(scene); }

void OnDisable() { ScriptExample1.TimeChanged -= ChangeScene; Debug.Log("OnDisable happened for Scene1"); } }

ScriptExample2 直接声明这是活动场景。

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

public class ScriptExample2 : MonoBehaviour { void Start() { Debug.Log("Script2 starting"); } }
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