Esempio n. 1
0
        private Activity GetCurrentPreloadedActivityInEditor()
        {
            foreach (Activity activity in AssetsExtensions.FindAssets <Activity>())
            {
                bool hasAllScenesLoaded = true;

                if (activity.Scene != R.E.Scene.None)
                {
                    hasAllScenesLoaded &= SceneManagerExtensions.IsSceneLoaded(R.S.Scene.ToString(activity.Scene));
                }

                foreach (Fragment fragment in activity.Fragments)
                {
                    if (fragment.Scene != R.E.Scene.None)
                    {
                        hasAllScenesLoaded &= SceneManagerExtensions.IsSceneLoaded(R.S.Scene.ToString(fragment.Scene));
                    }
                }

                foreach (Menu menu in activity.Menus)
                {
                    if (menu.Scene != R.E.Scene.None)
                    {
                        hasAllScenesLoaded &= SceneManagerExtensions.IsSceneLoaded(R.S.Scene.ToString(menu.Scene));
                    }
                }

                if (hasAllScenesLoaded)
                {
                    return(activity);
                }
            }
            return(null);
        }
Esempio n. 2
0
        /// <summary>
        /// Changes the lighting GI workflow of a scene asset
        /// </summary>
        /// <param name="workflow"></param>
        /// <param name="targetSceneAsset"></param>
        private void ChangeSceneLightingGIWorkflow(SceneAsset targetSceneAsset, Lightmapping.GIWorkflowMode workflow)
        {
            var originalSelection = Selection.activeObject;
            var originalContext   = Selection.activeContext;

            var    originalScene = EditorSceneManager.GetActiveScene();             // Find the scene we are on so we can change back to it later
            string newScenePath  = AssetDatabase.GetAssetPath(targetSceneAsset);
            var    newScene      = EditorSceneManager.GetSceneByPath(newScenePath); // Get the scene reference of the target scene

            bool requireSceneLoad = !SceneManagerExtensions.IsSceneLoaded(newScene);

            // If the scene we are going to change lightmaps on is loaded and dirty, warn the user any changes will be saved
            if (!requireSceneLoad && newScene.isDirty)
            {
                if (!EditorUtility.DisplayDialog("Confirm changing GI Lighting Workflow",
                                                 $"By changing the GI lighting workflow on \"{newScene.name}\" it will have to be saved, do you want to continue?",
                                                 "Continue", "Cancel"))
                {
                    return;
                }
            }

            // If the scene we are trying to change isn't loaded load it
            if (requireSceneLoad)
            {
                EditorSceneManager.OpenScene(newScenePath, OpenSceneMode.Additive);
            }

            var loadedScene = EditorSceneManager.GetSceneByPath(newScenePath);

            // Change active scenes to the target so we can change the settings
            bool requireSceneChange = originalScene != newScene;

            if (requireSceneChange)
            {
                EditorSceneManager.SetActiveScene(loadedScene);
            }

            // Change the lightmap workflow
            Lightmapping.giWorkflowMode = workflow;
            EditorSceneManager.SaveScene(loadedScene);

            // Change back to the original scene
            if (requireSceneChange)
            {
                EditorSceneManager.SetActiveScene(originalScene);
            }

            // If we loaded the scene unload it when we're done
            if (requireSceneLoad)
            {
                EditorSceneManager.CloseScene(loadedScene, true);
            }

            Selection.SetActiveObjectWithContext(originalSelection, originalContext);
        }
Esempio n. 3
0
 private bool CheckSceneLoadedScene(SceneField scene)
 {
     if (SceneManagerExtensions.IsSceneLoaded(scene))
     {
         Debug.LogWarning($"Scene {scene.SceneName} is already loaded... Skipping");
         return(true);
     }
     Debug.LogWarning($"Scene {scene.SceneName} is not loaded... Loading");
     return(false);
 }
Esempio n. 4
0
        public async Task LoadScenesAsync(IProgress <float> progress = null)
        {
            if (currentlyLoadingTask)
            {
                throw new ScenesAlreadyLoadingException();
            }
            currentlyLoadingTask = true;
            var thisScene = SceneManagerExtensions.GetLoadedSceneContainingGameObject(this.gameObject);

            OnSceneLoadStart?.Invoke(thisScene);
            await Cysharp.Threading.Tasks.UniTask.DelayFrame(1);

            try {
                Debug.Log(
                    $"Scene: '{SceneManagerExtensions.GetLoadedSceneContainingGameObject(this.gameObject).name}' is loading with format: '{LoadFormat}'");

                // If the scenes are already loaded nothing needs to be done
                if (AllScenesLoaded)
                {
                    Debug.Log(
                        $"Scene: '{SceneManagerExtensions.GetLoadedSceneContainingGameObject(this.gameObject).name}' has all its children loaded so is cancelled");
                    return;
                }

                // Report 0 progress initially
                progress?.Report(0);

                if (!Application.isPlaying)
                {
                    // In edit mode scenes need to be loaded using different method
                    LoadScenesEditor();
                }
                else
                {
                    switch (LoadFormat)
                    {
                    case LoadFormat.Sequential:
                        LoadScenesSyncronously();
                        progress?.Report(1);                                 // Finished when syncrounously is done
                        break;

                    case LoadFormat.SequentialAsync:
                        await LoadScenesSequentialAync(progress);

                        break;

                    case LoadFormat.SimultaneousAsync:
                        await LoadScenesSimultaneousAsync(progress);

                        break;

                    default:
                        throw new ArgumentOutOfRangeException();
                    }
                }
                // If the game is running and a scene was just loaded we need to wait until the next frame to set it as active
                if (Application.isPlaying)
                {
                    await Cysharp.Threading.Tasks.UniTask.DelayFrame(0, PlayerLoopTiming.PostLateUpdate);
                }

                if (!ActiveSceneNull)
                {
                    Debug.Log($"Setting scene {NewActiveScene.ScenePath} as active");
                    if (!SceneManagerExtensions.IsSceneLoaded(NewActiveScene))
                    {
                        throw new ActiveSceneNotReadyException();
                    }
                    SceneManager.SetActiveScene(SceneManager.GetSceneByName(NewActiveScene));
                }
                else
                {
                    Debug.Log($"Scene {NewActiveScene.ScenePath} is null and cannot be set as active");
                }
            } finally {
                currentlyLoadingTask = false;
                OnSceneLoadComplete?.Invoke(thisScene);
            }
        }