コード例 #1
0
        // Used for switching between levels.
        IEnumerator UnloadAndLoadAsync(SceneLoadInfo sceneToUnload, SceneLoadInfo sceneToLoad)
        {
            List <AsyncOperation> toWaitFor = new List <AsyncOperation>();

            // Ensure we only unload scenes that we won't be using in the next scene.
            foreach (string sceneName in currentlyLoaded.sceneDefinition.ObjectReference.AllScenes)
            {
                if (sceneToLoad.sceneDefinition.ObjectReference.AllScenes.Where(item => item == sceneName).Count() == 0)
                {
                    DevTools.Logger.Log(SceneServiceLog, "Unloading {}", () => new object[] { sceneName });
                    toWaitFor.Add(SceneManager.UnloadSceneAsync(sceneName));
                }
            }

            foreach (AsyncOperation asyncLevelUnload in toWaitFor)
            {
                yield return(asyncLevelUnload);
            }

            System.GC.Collect();
            OnUnload();
            sceneObjectsOfCategory.Clear();
            DevTools.Logger.Log(SceneServiceLog, "Finished Unloading");

            yield return(LoadActiveAsync(sceneToLoad, LoadSceneMode.Additive));
        }
コード例 #2
0
        // Used for loading next level.
        IEnumerator LoadActiveAsync(SceneLoadInfo sceneToLoad, LoadSceneMode loadSceneMode)
        {
            List <AsyncOperation> toWaitFor = new List <AsyncOperation>();

            foreach (string sceneName in sceneToLoad.sceneDefinition.ObjectReference.AllScenes)
            {
                if (!SceneManager.GetSceneByName(sceneName).isLoaded)
                {
                    DevTools.Logger.Log(SceneServiceLog, "Loading {}", () => new object[] { sceneName });
                    toWaitFor.Add(SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive));
                }
            }

            foreach (AsyncOperation asyncLevelUnload in toWaitFor)
            {
                yield return(asyncLevelUnload);
            }

            Scene primaryScene = SceneManager.GetSceneByName(sceneToLoad.sceneDefinition.ObjectReference.PrimaryScene);

            SceneManager.SetActiveScene(primaryScene);

            currentlyLoaded = sceneToLoad;

            // Use to change the state of the active scenes GameObjects before progressing (Loading scene save data ect.)
            OnPreFinishedLoading();

            currentState = SceneLoadingState.Loaded;
            DevTools.Logger.Log(SceneServiceLog, "Finished Loading Scenes");
            OnFinishedLoading(sceneToLoad);
        }
コード例 #3
0
        private void SaveService_OnPreLoad(CoroutineEvent coroutineEvent)
        {
            SceneLoadInfo sceneLoadInfo = ServiceLocator.SaveService.GetSaveData <SceneLoadInfo>(Animator.StringToHash("PreviousScene"));

            sceneLoadInfo.fromSave = true;
            coroutineEvent.coroutines.Add(LoadScene(sceneLoadInfo));
        }
コード例 #4
0
        public Coroutine LoadScene(SceneLoadInfo sceneToLoad)
        {
            currentState = SceneLoadingState.Loading;

            OnLoadScene(sceneToLoad);

            if (currentlyLoaded == null)
            {
                return(owner.StartCoroutine(LoadActiveAsync(sceneToLoad, LoadSceneMode.Single)));
            }

            return(owner.StartCoroutine(UnloadAndLoadAsync(currentlyLoaded, sceneToLoad)));
        }
コード例 #5
0
 public Coroutine LoadScene(SceneLoadInfo sceneToLoad)
 {
     return(null);
 }