internal static void SceneReady() { Logger.Log("Invoking 'SceneReady' for scene '{0}' ...", GameManager.m_ActiveScene); System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); OnSceneReady?.Invoke(); stopwatch.Stop(); Logger.Log("Completed 'SceneReady' for scene '{0}' in {1} ms", GameManager.m_ActiveScene, stopwatch.ElapsedMilliseconds); }
private void SetSceneReady() { if (state == State.READY) { return; } if (VERBOSE) { Debug.Log($"{owner.sceneData.basePosition} Scene Ready!"); } state = State.READY; Environment.i.world.sceneController.SendSceneReady(owner.sceneData.id); owner.RefreshLoadingState(); OnSceneReady?.Invoke(owner); }
private void SetSceneReady() { if (state == State.READY) { return; } if (VERBOSE) { Debug.Log($"{sceneData.basePosition} Scene Ready!"); } state = State.READY; SceneController.i.SendSceneReady(sceneData.id); RefreshName(); OnSceneReady?.Invoke(this); }