static void LoadEditorScenesForScenario(ScenarioAsset scenario) { if (!UnloadEditorScenes()) { return; } // Iterate over all scenes from our saved scenes and reload them in the editor. foreach (var sceneName in scenario.scenes) { System.Console.WriteLine($"Loading {sceneName} in editor"); EditorSceneManager.OpenScene(EditorSceneManager.GetSceneByName(sceneName).path, OpenSceneMode.Additive); } // Make the first listed scene in the scenario the active scene. EditorSceneManager.SetActiveScene(EditorSceneManager.GetSceneByName(scenario.scenes.First())); }
public async Task <IActionResult> AddAsset(Guid procedureId, Guid scenarioId, [FromBody] AddScenarioAssetCommand command) { try { command.ProcedureId = procedureId; command.ScenarioId = scenarioId; ScenarioAsset asset = await this._mediator.Send(command); return(Ok(asset)); } catch (ScenarioManagementDomainException ex) { this._logger.LogError(0, ex, ex.Message); return(BadRequest(new { Reason = ex.Message })); } catch (Exception ex) { this._logger.LogError(0, ex, ex.Message); return(BadRequest()); } }