public void UnLoadScene(string scene) { if (IsActiveScene(scene)) { SceneManager.UnloadSceneAsync(scene); } //notify about finish UnLoading ApplicationEvents.UnLoadingFinish(scene); }
public void UnLoadScenesExept(string scene) { int countLoaded = SceneManager.sceneCount; Scene[] loadedScenes = new Scene[countLoaded]; for (int i = 1; i < countLoaded; i++) { loadedScenes[i] = SceneManager.GetSceneAt(i); if (loadedScenes[i].name != scene) { SceneManager.UnloadSceneAsync(loadedScenes[i]); } } //notify about finish UnLoading ApplicationEvents.UnLoadingFinish(scene); }
//private StateMachine _stateMachine = new StateMachine(); private void Awake() { ApplicationEvents.DisableCamAndLight(); _levels = Resources.Load <Levels>("GameLevels/GameLevels"); //_currentLevelNumber = _levels.CurrentLevel; // Player _playerManager = GetComponent <PlayerManager>(); _playerManager.Level = _levels.levels[_currentLevelNumber.Value]; // Level Player Interactables _interactablesManager = GetComponent <InteractablesManager>(); _interactablesManager.Interactables = _levels.levels[_currentLevelNumber.Value].Interactables; // Level Elements _elementsManager = GetComponent <IElements>(); _elementsManager.Elements = _levels.levels[_currentLevelNumber.Value].Elements; // Level NPC's _npcsManager = GetComponent <INpcsManager>(); _npcsManager._level = _levels.levels[_currentLevelNumber.Value]; }
private void LoadingComplited(AsyncOperation obj) { // notify about finish Loading ApplicationEvents.LoadingFinish(scene); operation.completed -= LoadingComplited; }
private void OnDisable() { ApplicationEvents.EnableCamAndLight(); }