コード例 #1
0
        internal static void FinalizeGameObjectSceneEntity(EntityManager entityManager, Entity sceneEntity, Scene gameObjectScene, SceneSystem sceneSystem)
        {
            // Create handle for ref counting
            unsafe
            {
                var gameObjectSceneReference = new GameObjectSceneData
                {
                    Scene = gameObjectScene,
                    gameObjectSceneHandle = GameObjectSceneRefCount.CreateOrRetainScene(gameObjectScene),
                };

                entityManager.AddSharedComponentData(sceneEntity, gameObjectSceneReference);
            }

            #if UNITY_EDITOR
            entityManager.SetName(sceneEntity, $"GameObject Scene: {gameObjectScene.name}");
            #endif

            var subSceneDataEnum = GetSubScenes(gameObjectScene);
            entityManager.AddBuffer <GameObjectSceneSubScene>(sceneEntity);

            while (subSceneDataEnum.MoveNext())
            {
                var subSceneData           = subSceneDataEnum.Current;
                var subSceneLoadParameters = new SceneSystem.LoadParameters {
                    AutoLoad = subSceneData.AutoLoad
                };
                var subSceneEntity = sceneSystem.GetSceneEntity(subSceneData.SceneGUID);
                if (subSceneEntity == Entity.Null)
                {
                    subSceneEntity = sceneSystem.LoadSceneAsync(subSceneData.SceneGUID, subSceneLoadParameters);
                }

                var subSceneBuffer = entityManager.GetBuffer <GameObjectSceneSubScene>(sceneEntity);
                subSceneBuffer.Add(new GameObjectSceneSubScene
                {
                    SceneEntity = subSceneEntity,
                });
            }
        }
コード例 #2
0
        private unsafe bool LoadStartupScenes()
        {
            if (m_StartupScenes.IsCreated)
            {
                return(true);
            }

            var status = m_CatalogOp.GetStatus();

            if (status <= AsyncOp.Status.InProgress)
            {
                return(false);
            }

            if (status == AsyncOp.Status.Failure)
            {
                var failureStatus = m_CatalogOp.GetErrorStatus();
                if (failureStatus == AsyncOp.ErrorStatus.FileNotFound)
                {
                    UnityEngine.Debug.LogWarning("Missing catalog file from '" + SceneSystem.GetSceneInfoPath() + "'");
                }
                else
                {
                    throw new ArgumentException("Failed to load catalog from '" + SceneSystem.GetSceneInfoPath() + "'. status=" + status + ", errorStatus=" + failureStatus);
                }

                // a missing catalog file is not fatal, as some runtimes don't use scene data
                return(true);
            }
            Assert.IsTrue(status == AsyncOp.Status.Success);

            m_CatalogOp.GetData(out var data, out var dataLen);

            if (!BlobAssetReference <ResourceCatalogData> .TryRead(data, ResourceCatalogData.CurrentFileFormatVersion, out var catalogData))
            {
                throw new ArgumentException("Unable to parse catalog data from " + SceneSystem.GetSceneInfoPath());
            }

            m_SceneSystem.SetCatalogData(catalogData);
            m_CatalogOp.Dispose();

            //if running in LiveLink mode, the initial scenes list is sent from the editor.  otherwise use the flags in the scene data.
            //if (!LiveLinkUtility.LiveLinkEnabled)
            {
                m_StartupScenes = new NativeList <Entity>(catalogData.Value.resources.Length, Allocator.Persistent);
                for (int i = 0; i < catalogData.Value.resources.Length; i++)
                {
                    if (catalogData.Value.resources[i].ResourceType == ResourceMetaData.Type.Scene &&
                        (catalogData.Value.resources[i].ResourceFlags & ResourceMetaData.Flags.AutoLoad) == ResourceMetaData.Flags.AutoLoad)
                    {
                        var sceneGuid = catalogData.Value.resources[i].ResourceId;
                        m_SceneSystem.LoadSceneAsync(sceneGuid, new SceneSystem.LoadParameters()
                        {
                            Flags = SceneLoadFlags.LoadAdditive
                        });
                        m_StartupScenes.Add(m_SceneSystem.GetSceneEntity(sceneGuid));
                    }
                }
            }

            return(true);
        }