internal static void Internal_OnSceneEvent(SceneEventType eventType, Scene scene, ref Guid sceneId) { switch (eventType) { case SceneEventType.Saving: SceneSaving?.Invoke(scene, sceneId); break; case SceneEventType.Saved: SceneSaved?.Invoke(scene, sceneId); break; case SceneEventType.SaveError: SceneSaveError?.Invoke(scene, sceneId); break; case SceneEventType.Loading: SceneLoading?.Invoke(scene, sceneId); break; case SceneEventType.Loaded: SceneLoaded?.Invoke(scene, sceneId); break; case SceneEventType.LoadError: SceneLoadError?.Invoke(scene, sceneId); break; case SceneEventType.Unloading: SceneUnloading?.Invoke(scene, sceneId); break; case SceneEventType.Unloaded: SceneUnloaded?.Invoke(scene, sceneId); break; } }
private static void HandleSceneSaving(Scene scene, string path) => SceneSaving?.Invoke(scene, path);