Esempio n. 1
0
 // called first
 // Assign Data and events
 void OnEnable()
 {
     if (myCurrentData == null)
     {
         myCurrentData = Resources.Load <ISceneData>("Alex/SceneData/SceneDataObjects/" + SceneManager.GetActiveScene().name + "Data");
         myCurrentData.SetupData();
     }
     SceneManager.sceneLoaded        += OnSceneLoaded;
     SceneManager.sceneUnloaded      += OnSceneUnloaded;
     SceneManager.activeSceneChanged += ActiveSceneChanged;
 }
Esempio n. 2
0
    // Makes sure a scene is fully loaded before searching for data to assign
    void ChangeScene(string nextSceneName)
    {
        //SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene());
        //Debug.Log("Changing to new Scene");


        Scene scene = SceneManager.GetSceneByName(myCurrentData.NextSceneName());

        Debug.Log(myCurrentData.NextSceneName() + " : loading Data");
        myCurrentData.levelCompleted.allowChange = 1;
        SceneManager.LoadScene(myCurrentData.NextSceneName());
        myCurrentData = Resources.Load <ISceneData>("Alex/SceneData/SceneDataObjects/" + myCurrentData.NextSceneName() + "Data");
        Debug.Log(myCurrentData.name + " Loaded");
        myCurrentData.SetupData();
        myNextSceneData = myCurrentData.NextSceneData;
        _changeScene    = false;
        while (!scene.isLoaded)
        {
            return;
        }


        SceneManager.SetActiveScene(scene);
    }