public bool LoadMissionScene(MissionEnum requestMission, LoadMissionBy loadmissionBy = LoadMissionBy.None) { //if (IsMissionSceneExist(requestMission)) //{ CoreContainer.Instance.SetPlayerDisable(); string sceneName; if (requestMission != MissionEnum.None) { sceneName = GenerateSceneName(requestMission); SetCurrentMission(requestMission); SetIsAnonymousScene(false); } else { sceneName = ANONYMOUS_MISSION; SetIsAnonymousScene(true); } m_loadMissionBy = loadmissionBy; SceneLookupEnum sceneEnum = SceneLookup.GetEnum(sceneName, false); if (!m_currentMissionScene.LoadScene(sceneEnum)) { return(false); } return(true); }
/// <summary> /// If current scene have the mission, the mission scene will be loaded. /// If current scene does`t have the mission, anonymous scene will be loaded. /// </summary> /// <returns>Is current scene have the mission</returns> public bool LoadCurrentMissionScene(LoadMissionBy loadmissionBy = LoadMissionBy.None) { SceneLookupEnum currentScene = GameSceneManager.Instance.GetCurrentSceneEnum(); if (IsGameSceneExistCurrentMission(currentScene)) { LoadMissionScene(m_currentMission, loadmissionBy); return(true); } else { LoadMissionScene(MissionEnum.None, loadmissionBy); Debug.LogWarning(currentScene + " is not exist mission " + MissionSceneManager.Instance.GetCurrentMissionEnum().ToString()); return(false); } }