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November 26, 2024 16:48
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Unityのシーンライフサイクルをログに出力する
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using System; | |
using Cysharp.Threading.Tasks; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.ResourceProviders; | |
using UnityEngine.SceneManagement; | |
namespace Project.Scripts | |
{ | |
public sealed class SceneLifeCycleLogger : MonoBehaviour | |
{ | |
private string _sceneName; | |
private int _id; | |
private void Awake() | |
{ | |
_sceneName = this.gameObject.scene.name; | |
_id = this.gameObject.scene.handle; | |
Debug.Log($"{_sceneName} - {_id} - Awake"); | |
} | |
private void Start() | |
{ | |
Debug.Log($"{_sceneName} - {_id} - Start"); | |
} | |
private void OnEnable() | |
{ | |
Debug.Log($"{_sceneName} - {_id} - OnEnable"); | |
} | |
private void OnDisable() | |
{ | |
Debug.Log($"{_sceneName} - {_id} - OnDisable"); | |
} | |
private void OnDestroy() | |
{ | |
Debug.Log($"{_sceneName} - {_id} - OnDestroy"); | |
} | |
} | |
#if UNITY_EDITOR | |
[UnityEditor.CustomEditor(typeof(SceneLifeCycleLogger))] | |
public sealed class SceneLifeCycleLoggerEditor : UnityEditor.Editor | |
{ | |
public override void OnInspectorGUI() | |
{ | |
base.OnInspectorGUI(); | |
UnityEditor.EditorGUILayout.Space(); | |
loadSceneName = UnityEditor.EditorGUILayout.TextField("Scene Name", loadSceneName); | |
loadSceneMode = (LoadSceneMode)UnityEditor.EditorGUILayout.EnumPopup(this.loadSceneMode); | |
UnityEditor.EditorGUILayout.Space(); | |
UnityEditor.EditorGUILayout.LabelField("Scene"); | |
if (GUILayout.Button("Load")) | |
{ | |
LoadScene(); | |
} | |
if (GUILayout.Button("UnLoad")) | |
{ | |
UnLoadScene(); | |
} | |
UnityEditor.EditorGUILayout.LabelField("Addressable"); | |
if (GUILayout.Button("Load")) | |
{ | |
LoadAddressable(); | |
} | |
if (GUILayout.Button("UnLoad")) | |
{ | |
UnLoadAddressable(); | |
} | |
} | |
public string loadSceneName; | |
public LoadSceneMode loadSceneMode = LoadSceneMode.Additive; | |
private SceneInstance _sceneInstance; | |
private async void LoadScene() | |
{ | |
Debug.Log($"Load {loadSceneName} Start"); | |
await SceneManager.LoadSceneAsync(loadSceneName, loadSceneMode); | |
Debug.Log($"Load {loadSceneName} End"); | |
} | |
private async void UnLoadScene() | |
{ | |
Debug.Log($"UnLoad {loadSceneName} Start"); | |
await SceneManager.UnloadSceneAsync(loadSceneName); | |
Debug.Log($"UnLoad {loadSceneName} End"); | |
} | |
private async void LoadAddressable() | |
{ | |
Debug.Log($"Addressable Load {loadSceneName} Start"); | |
var operationHandle = Addressables.LoadSceneAsync(loadSceneName, loadSceneMode); | |
await operationHandle; | |
_sceneInstance = operationHandle.Result; | |
Debug.Log($"Addressable Load {loadSceneName} End"); | |
} | |
private async void UnLoadAddressable() | |
{ | |
Debug.Log($"Addressable UnLoad {loadSceneName} Start"); | |
await Addressables.UnloadSceneAsync(_sceneInstance); | |
Debug.Log($"Addressable UnLoad {loadSceneName} End"); | |
} | |
} | |
#endif | |
} |
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