/// <summary> /// 加载场景 /// </summary> /// <param name="LoadSceneName"></param> private void LoadScene(string LoadSceneName) { //|| LoadSceneName == "MainMenuScene" if (LoadSceneName == null || LoadSceneName.Length == 0 || LoadSceneName == "StartScene") { return; } //走进度条 SceneInfoManager.LoadingNextScene(LoadSceneName); }
public virtual bool SetLightmaps() { EditorBuildSettingsScene CurrentScene = null; int EnabledIndex = 0; for (int CurrentIndex = 0; CurrentIndex < EditorBuildSettings.scenes.Count(); ++CurrentIndex) { if (EditorBuildSettings.scenes[CurrentIndex].enabled) { if (EnabledIndex == CurrentLevelIndex) { CurrentScene = EditorBuildSettings.scenes[CurrentIndex]; } ++EnabledIndex; } } if (CurrentScene != null) { EditorApplication.OpenScene(CurrentScene.path); PendingLevelLoad = CurrentScene.path; } bool bDone = PendingLevelLoad == ""; if (EditorApplication.currentScene == PendingLevelLoad) { SceneInfoManager InfoManagerInst = UnityEngine.Object.FindObjectOfType <SceneInfoManager>(); if (InfoManagerInst != null) { InfoManagerInst.LoadBuildLightmaps(); EditorApplication.SaveScene(); } ++CurrentLevelIndex; PendingLevelLoad = ""; } return(bDone); }