Exemple #1
0
        /// <summary>
        /// Load scenes in bundle
        /// </summary>
        private static void LoadScenes(SceneBundle bundle, bool hasToFullyReload, int persistantScenesCount)
        {
            //Get scenes in the bundle
            var scenes = bundle.GetScenes();

            SceneManager.LoadScene(scenes[0], hasToFullyReload ? LoadSceneMode.Single : LoadSceneMode.Additive);
            setActiveScene = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);             //Get the loaded scene to set it as active later

            for (int i = 1; i < scenes.Length; i++)
            {
                SceneManager.LoadScene(scenes[i], LoadSceneMode.Additive);
            }

            if (persistantScenesCount >= 0)
            {
                //Check if persistant scenes are correctly loaded
                if (persistantScenesCount != currentSceneList.PersistantScenesBundle.ScenesCount)
                {
                    //Re-open persistant scenes
                    for (int i = 0; i < currentSceneList.PersistantScenesBundle.ScenesCount; i++)
                    {
                        SceneManager.LoadScene(currentSceneList.PersistantScenesBundle.GetSceneAtID(i), LoadSceneMode.Additive);
                    }
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Async loading coroutine
        /// </summary>
        /// <param name="bundle"></param>
        /// <returns></returns>
        private static IEnumerator LoadingAsyncCoroutine(SceneBundle bundle, bool hasToFullyReload, int persistantScenesCount)
        {
            //Get scenes in the bundle
            var scenes = bundle.GetScenes();

            AsyncOperation loadingOp;

            loadingOp = SceneManager.LoadSceneAsync(scenes[0], hasToFullyReload ? LoadSceneMode.Single : LoadSceneMode.Additive);
            yield return(loadingOp);

            setActiveScene = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);             //Get the loaded scene to set it as active later

            for (int i = 1; i < scenes.Length; i++)
            {
                loadingOp = SceneManager.LoadSceneAsync(scenes[i], LoadSceneMode.Additive);
                yield return(loadingOp);
            }

            if (persistantScenesCount >= 0)
            {
                //Check if persistant scenes are correctly loaded
                if (persistantScenesCount != currentSceneList.PersistantScenesBundle.ScenesCount)
                {
                    //Re-open persistant scenes
                    for (int i = 0; i < currentSceneList.PersistantScenesBundle.ScenesCount; i++)
                    {
                        loadingOp = SceneManager.LoadSceneAsync(currentSceneList.PersistantScenesBundle.GetSceneAtID(i), LoadSceneMode.Additive);
                        yield return(loadingOp);
                    }
                }
            }

            yield return(null);
        }