private UnloadSceneNameIndexInternal ( string sceneName, int sceneBuildIndex, bool immediately, bool &outSuccess ) : |
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sceneName | string | |
sceneBuildIndex | int | |
immediately | bool | |
outSuccess | bool | |
return |
public static bool UnloadScene(string sceneName) { bool result; SceneManager.UnloadSceneNameIndexInternal(sceneName, -1, true, UnloadSceneOptions.None, out result); return(result); }
public static bool UnloadScene(int sceneBuildIndex) { bool result; SceneManager.UnloadSceneNameIndexInternal("", sceneBuildIndex, true, UnloadSceneOptions.None, out result); return(result); }
public static bool UnloadScene(Scene scene) { bool result; SceneManager.UnloadSceneNameIndexInternal("", scene.buildIndex, true, out result); return(result); }
public static AsyncOperation UnloadSceneAsync(string sceneName, UnloadSceneOptions options) { bool flag; return(SceneManager.UnloadSceneNameIndexInternal(sceneName, -1, false, options, out flag)); }
public static AsyncOperation UnloadSceneAsync(int sceneBuildIndex, UnloadSceneOptions options) { bool flag; return(SceneManager.UnloadSceneNameIndexInternal("", sceneBuildIndex, false, options, out flag)); }
/// <summary> /// <para>Unloads all GameObjects associated with the given scene.</para> /// </summary> /// <param name="sceneBuildIndex">Index of the scene in the Build Settings to unload.</param> /// <param name="sceneName">Name of the scene to unload.</param> /// <param name="scene">Scene to unload.</param> /// <returns> /// <para>Returns true if the scene is unloaded.</para> /// </returns> public static bool UnloadScene(string sceneName) { return(SceneManager.UnloadSceneNameIndexInternal(sceneName, -1)); }
/// <summary> /// <para>Unloads all GameObjects associated with the given scene.</para> /// </summary> /// <param name="sceneBuildIndex">Index of the scene in the Build Settings to unload.</param> /// <param name="sceneName">Name of the scene to unload.</param> /// <param name="scene">Scene to unload.</param> /// <returns> /// <para>Returns true if the scene is unloaded.</para> /// </returns> public static bool UnloadScene(int sceneBuildIndex) { return(SceneManager.UnloadSceneNameIndexInternal(string.Empty, sceneBuildIndex)); }
public static AsyncOperation UnloadSceneAsync(Scene scene) { bool flag; return(SceneManager.UnloadSceneNameIndexInternal("", scene.buildIndex, false, out flag)); }