| | |
| | | {
|
| | | UIManager.Instance.DestroyAllUI();
|
| | |
|
| | | // 清理上一场景的资源,防止内存泄漏
|
| | | if (AssetSource.isUseAssetBundle)
|
| | | {
|
| | | AssetBundleUtility.Instance.UnloadAll();
|
| | | // 等待资源卸载完成
|
| | | await UniTask.Yield();
|
| | | Resources.UnloadUnusedAssets();
|
| | | await UniTask.DelayFrame(1);
|
| | |
|
| | | AssetBundleUtility.Instance.Sync_LoadAll("maps/Login");
|
| | | }
|
| | |
|
| | | |
| | | AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("Login");
|
| | |
|
| | | await OnLoading(asyncOperation, ConfigManager.Instance.GetLoadingProgress, Main.InitManagers);
|
| | |
| | | {
|
| | | UIManager.Instance.DestroyAllUI();
|
| | |
|
| | | // 清理上一场景的资源,防止内存泄漏
|
| | | if (AssetSource.isUseAssetBundle)
|
| | | {
|
| | | AssetBundleUtility.Instance.UnloadAll();
|
| | | // 等待资源卸载完成
|
| | | await UniTask.Yield();
|
| | | Resources.UnloadUnusedAssets();
|
| | | await UniTask.DelayFrame(1);
|
| | | }
|
| | |
|
| | | BeforeLoadingGameScene?.Invoke();
|
| | |
|