Version: 2022.1

SceneManager.SetActiveScene

切换到手册
public static bool SetActiveScene (SceneManagement.Scene scene);

参数

scene 要进行设置的场景。

返回

bool 如果场景尚未加载,则返回 false。

描述

将场景设置为活动状态。

活动场景是将用作新游戏对象(由脚本实例化)的目标的场景,在这些场景中会使用光照设置。以累加方式添加场景时(请参阅 LoadSceneMode.Additive),第一个场景将仍然保持为活动场景。使用此方法可将活动场景切换为您想作为目标的场景。

必须始终将一个场景标记为活动场景。请注意,活动场景对渲染的场景没有影响。

// Attach this script to a GameObject
// Create 2 Buttons (Create>UI>Button)
// Attach the 2 Buttons to your GameObject’s Inspector

// This script allows you to load a second Scene as an Additive Scene. Click the first Button (Load Scene Button) to load the Additive Scene. Even though the second Scene loads, the first Scene remains the active Scene. // If you press the second Button (Set Active Button), it sets the second Scene as the active Scene (and outputs the current active Scene to the console)

using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;

public class Example : MonoBehaviour { bool m_SceneLoaded; public Button m_LoadSceneButton, m_SetActiveButton;

void Awake() { // Outputs the current active Scene to the console Debug.Log("Active Scene : " + SceneManager.GetActiveScene().name);

// Check that this Button exists if (m_LoadSceneButton != null) { // Fetch the Button from the Inspector. Make sure to set this in the Inspector window Button loadButton = m_LoadSceneButton.GetComponent<Button>();

// Call the LoadScene2Button() function when this Button is clicked loadButton.onClick.AddListener(LoadSceneButton); }

if (m_SetActiveButton != null) { Button buttonTwo = m_SetActiveButton.GetComponent<Button>(); buttonTwo.onClick.AddListener(SetActiveSceneButton); } }

// Load the Scene when this Button is pressed void LoadSceneButton() { // Check that the second Scene hasn't been added yet if (m_SceneLoaded == false) { // Loads the second Scene SceneManager.LoadScene("Scene2", LoadSceneMode.Additive);

// Outputs the name of the current active Scene. // Notice it still outputs the name of the first Scene Debug.Log("Active Scene : " + SceneManager.GetActiveScene().name);

// The Scene has been loaded, exit this method m_SceneLoaded = true; } }

// Change the newly loaded Scene to be the active Scene if it is loaded void SetActiveSceneButton() { // Allow this other Button to be pressed when the other Button has been pressed (Scene 2 is loaded) if (m_SceneLoaded == true) { // Set Scene2 as the active Scene SceneManager.SetActiveScene(SceneManager.GetSceneByName("Scene2"));

// Ouput the name of the active Scene // See now that the name is updated Debug.Log("Active Scene : " + SceneManager.GetActiveScene().name); } } }