Ejemplo n.º 1
0
 internal static void RemoveScene(AppScene scene)
 {
     if (!s_isDisposing)
     {
         lock (s_scenes) { s_scenes.Remove(scene); }
     }
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Queues a change of the active scene to the passed scene. This will notify the current active scene of the
        /// pending change. The actual change will not start until the next application frame.
        /// </summary>
        /// <param name="newScene">The new scene to change to, can be null if no scene should be shown.</param>
        public static void ChangeScene(AppScene newScene /* TODO: Scene Transitions */)
        {
            if (newScene != null && ReferenceEquals(newScene, ActiveScene))
            {
                throw new ArgumentException("Cannot change the active scene to the same scene instance");
            }
            if (s_queuedScene != null)
            {
                throw new InvalidOperationException("Cannot queue a scene change if there is already a change in progress");
            }

            s_queuedScene = newScene;
            SceneChanging = true;

            // Notify
            s_queuedScene?.QueueChange(false);
            ActiveScene?.QueueChange(false);
        }
Ejemplo n.º 3
0
        internal static void Shutdown()
        {
            // Deal with active scene
            ActiveScene?.QueueChange(false);
            ActiveScene?.Remove();
            ActiveScene?.Dispose();
            ActiveScene = null;

            // Might be a queued scene
            s_queuedScene?.Dispose();
            s_queuedScene = null;

            // Deal with other cached states
            s_isDisposing = true;
            s_scenes.ForEach(scene => scene.Dispose());
            s_scenes.Clear();
            s_isDisposing = false;
        }
Ejemplo n.º 4
0
        // Called to perform the actual transition between active scenes
        private static void DoSceneChange()
        {
            // Remove the current scene, and GC collect as there may be many objects released in the disposal
            ActiveScene?.Remove();
            ActiveScene?.Dispose();
            if (ActiveScene != null)
            {
                GC.Collect();
            }

            // Load the new scene, and GC collect to remove the many temporary objects created during loading
            ActiveScene = s_queuedScene;
            ActiveScene?.Start();
            s_queuedScene = null;
            if (ActiveScene != null)
            {
                GC.Collect();
            }

            SceneChanging = false;
        }