Exemple #1
0
        public void UnloadScenes(SceneRepository.Predicate predicate)
        {
            List <System.Type> scenesToUnregister = new List <System.Type> ();

            foreach (KeyValuePair <System.Type, SceneInfo> entry in scenes)
            {
                if (entry.Value.controller)
                {
                    if (entry.Value.controller.ShouldUnload())
                    {
                        if (predicate(entry.Value.controller))
                        {
                            GameObject.Destroy(entry.Value.controller.gameObject);
                            UnityEngine.SceneManagement.SceneManager.UnloadScene(entry.Value.name);
                            scenesToUnregister.Add(entry.Key);
                        }
                    }
                }
            }

            //now unregister scenes
            foreach (System.Type item in scenesToUnregister)
            {
                UnRegisterScene(item);
            }
        }
Exemple #2
0
        public List <SceneController> GetScenes(SceneRepository.Predicate predicate)
        {
            List <SceneController> list = new List <SceneController>();

            foreach (KeyValuePair <System.Type, SceneInfo> entry in scenes)
            {
                if (entry.Value.controller)
                {
                    if (predicate(entry.Value.controller))
                    {
                        list.Add(entry.Value.controller);
                    }
                }
            }

            return(list);
        }