/// <summary> /// Switchs to specific scene synchronously by ID. /// </summary> /// <param name="sceneId">Scene identifier.</param> static public void SwitchToScene(int sceneID) { Resources.UnloadUnusedAssets(); m_currentSceneID = sceneID; HttpLite.ClearHttpRequest(); Application.LoadLevel(CurrentSceneID); CurrentSceneName = Application.loadedLevelName; Resources.UnloadUnusedAssets(); GC.Collect(); }
/// <summary> /// Switchs to specific scene synchronously by name. /// </summary> /// <param name="scene">Scene Name.</param> static public void SwitchToScene(string sceneName) { Resources.UnloadUnusedAssets(); HttpLite.ClearHttpRequest(); CurrentSceneName = sceneName; Application.LoadLevel(sceneName); m_currentSceneID = Application.loadedLevel; Resources.UnloadUnusedAssets(); GC.Collect(); }
/// <summary> /// Swtichs to previous scene synchronously. /// </summary> static public void SwtichToPreviousScene() { Resources.UnloadUnusedAssets(); m_currentSceneID = Application.loadedLevel; m_currentSceneID--; HttpLite.ClearHttpRequest(); Application.LoadLevel(CurrentSceneID); CurrentSceneName = Application.loadedLevelName; Resources.UnloadUnusedAssets(); GC.Collect(); }