protected override IEnumerator LoadScene(LevelScene scene, Action<float, string> progressDelegate)
        {
            /*
             * Old Chinese trick: When loading scene, some of the components in this scene may not be initialized by unity
             * In this situation, object.GetComponent<>() will not work on some game objects.
             * That is why we can just skip one frame and let unity finally do it's job.
             */
            yield return null;

            /*
             * When loading scene, make sure LevelRoot knows about what scene it is currently in.
             * Find LevelDescriptor with the corresponding ID and assign it to the CurrentLevel property of the LevelRoot
             */
            scene.LevelRoot.CurrentLevel = LevelManagementService.Levels.FirstOrDefault(level => level.Id == scene.Id);
            yield break;
        }
Beispiel #2
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        protected override IEnumerator LoadScene(LevelScene scene, Action <float, string> progressDelegate)
        {
            /*
             * Old Chinese trick: When loading scene, some of the components in this scene may not be initialized by unity
             * In this situation, object.GetComponent<>() will not work on some game objects.
             * That is why we can just skip one frame and let unity finally do it's job.
             */
            yield return(null);

            /*
             * When loading scene, make sure LevelRoot knows about what scene it is currently in.
             * Find LevelDescriptor with the corresponding ID and assign it to the CurrentLevel property of the LevelRoot
             */
            scene.LevelRoot.CurrentLevel = LevelManagementService.Levels.FirstOrDefault(level => level.Id == scene.Id);
            yield break;
        }
 protected override IEnumerator UnloadScene(LevelScene scene, Action<float, string> progressDelegate)
 {
     yield break;
 }
Beispiel #4
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 protected override IEnumerator UnloadScene(LevelScene scene, Action <float, string> progressDelegate)
 {
     yield break;
 }