public void LoadNewScene(int sceneIndex, bool saveData = false, bool loadData = false, Sprite backGroundImage = null, string tipText = null, bool wanJie = false) { if (saveData) { GameManager.Instance.SaveOnFile(); } _wanJie = wanJie; GameManager.Instance.needLoadData = loadData; _loadMode = SceneLoadMode.LoadByIndex; if (sceneIndex == (SceneManager.sceneCountInBuildSettings - 1)) { Debug.LogWarning("要加载的场景为Loading界面"); } _targetSceneIndex = sceneIndex; if (backGroundImage != null) { _backGroundImage = backGroundImage; } if (tipText != null) { _tipText = tipText; } SceneManager.LoadScene("LoadingScene"); }
public void LoadScene(string sceneName, SceneLoadMode loadMode, object sceneData = null) { //string sceneName = typeof (T).ToString (); GameObject uiObject; string perfbName = "Scenes/" + sceneName; if (m_loadedScene.Contains(sceneName)) { return; } sceneName = sceneName.ToLower(); m_loadedScene.Add(sceneName); //Debug.Log ("Loaded Perfab : " + perfbName); if (loadMode == SceneLoadMode.Single) { AssetsManager.Instance().LoadScene( sceneName, UnityEngine.SceneManagement.LoadSceneMode.Single); } else if (loadMode == SceneLoadMode.Additive) { AssetsManager.Instance().LoadScene( sceneName, UnityEngine.SceneManagement.LoadSceneMode.Additive); } //UnityEngine.SceneManagement.LoadSceneMode.Single return; }
//Needs rework... internal static void EnvironmentSwitched(string scene, SceneLoadMode sceneLoadMode) { if (mode == Mode.None && scene == "MenuEnvironment" && sceneLoadMode == SceneLoadMode.Load) { mode = Mode.Menu; } else if (mode == Mode.Menu) { if (sceneLoadMode == SceneLoadMode.Load && scene != "MenuEnvironment") { mode = Mode.Play; } else if (sceneLoadMode == SceneLoadMode.Unload && scene == "MenuEnvironment") { mode = Mode.None; } } else { if (sceneLoadMode == SceneLoadMode.Unload) { mode = Mode.Menu; } } }
private SceneLoadRequest(SceneSource source, string sceneBehaviorName, string sceneFilePath, SceneLoadMode sceneLoadMode) { Source = source; SceneBehaviorName = sceneBehaviorName; SceneFilePath = sceneFilePath; SceneLoadMode = sceneLoadMode; IsHandled = false; }
public void LoadNewScene(string sceneName, bool saveData = false, bool loadData = false, Sprite backGroundImage = null, string tipText = null, bool wanJie = false) { if (saveData) { GameManager.Instance.SaveOnFile(); } GameManager.Instance.needLoadData = loadData; _loadMode = SceneLoadMode.LoadByName; _targetSceneName = sceneName; if (backGroundImage != null) { _backGroundImage = backGroundImage; } _wanJie = wanJie; if (tipText != null) { _tipText = tipText; } SceneManager.LoadScene("LoadingScene"); }
public BaseScene(SceneType scenetype, SceneLoadType loadtype, SceneLoadMode loadmode) { SceneName = scenetype.sceneName; this.loadtype = loadtype; this.loadmode = loadmode; }
public void LoadEmptyScene(string sceneBehaviorName, SceneLoadMode sceneLoadMode = SceneLoadMode.PreserveAssets) { _sceneLoadRequest = SceneLoadRequest.LoadEmptyScene(sceneBehaviorName, sceneLoadMode); }
public static SceneLoadRequest LoadSceneFromFile(string sceneFilePath, SceneLoadMode sceneLoadMode) => new SceneLoadRequest(SceneSource.File, string.Empty, sceneFilePath, sceneLoadMode);
public static SceneLoadRequest LoadEmptyScene(string sceneBehaviorName, SceneLoadMode sceneLoadMode) => new SceneLoadRequest(SceneSource.Empty, sceneBehaviorName, string.Empty, sceneLoadMode);
public void LoadScene(string path, SceneLoadMode sceneLoadMode = SceneLoadMode.PreserveAssets) { _sceneLoadRequest = SceneLoadRequest.LoadSceneFromFile(path, sceneLoadMode); }
internal static IEnumerator Studio_ImportScene_Postfix_Coroutine(string _path, SceneLoadMode _mode) { yield return(Toolbox.WaitForEndOfFrame); yield return(Toolbox.WaitForEndOfFrame); Core.DebugLog($"Studio_ImportScene_Postfix_Coroutine [mode: {_mode}]"); OnSceneLoad?.Invoke(null, new SceneLoadEventArgs(_path, SceneLoadMode.Import, SceneLoadState.Coroutine)); }
public SceneLoadEventArgs(string _path, SceneLoadMode _mode, SceneLoadState _state) { Path = _path; Mode = _mode; State = _state; }
public void LoadScene(SceneLookupEnum sceneName, SceneLoadMode loadMode, object sceneData = null) { m_currentScene = sceneName; LoadScene(SceneLookup.GetString(sceneName), loadMode, sceneData); CameraService.Instance.UpdateCurrentCamera(); }