// Start is called before the first frame update void Start() { roadDropdown = gameObject.transform.Find("LoadRoadControls/RoadNameDropdown").GetComponent <Dropdown>(); // add lane types to dropdown, then set current active roadDropdown.ClearOptions(); List <string> roadFileNames = new List <string>(RoadVizSaveSystem.getFilenames()); gameObject.transform.Find("LoadRoadControls/LoadButton").GetComponent <Button>().interactable = roadFileNames.Count > 0; roadDropdown.AddOptions(new List <string>(RoadVizSaveSystem.getFilenames())); }
public void handleLoadDesign() { Debug.Log("Load design selected"); string roadNameToLoad = RoadVizSaveSystem.getFilenames()[roadDropdown.value]; IEnumerator LoadLevel() { DontDestroyOnLoad(this.transform.gameObject); Debug.Log(this); AsyncOperation asyncLoadLevel = SceneManager.LoadSceneAsync("DevelopmentEnvironment", LoadSceneMode.Single); //while (!asyncLoadLevel.isDone) //{ // Debug.Log("Async loading scene ongoing..."); //yield return null; //} yield return(new WaitWhile(() => !asyncLoadLevel.isDone)); yield return(new WaitForEndOfFrame()); Debug.Log("Async loading scene complete!"); Road rd = GameObject.Find("Road").GetComponent <Road>(); rd.loadRoad(roadNameToLoad); Destroy(this.transform.gameObject); } StartCoroutine(LoadLevel()); //SceneManager.LoadScene("DevelopmentEnvironment"); }