FinishLoadScene() private method

private FinishLoadScene ( ) : void
return void
コード例 #1
0
        internal static void UpdateScene()
        {
#if UNITY_EDITOR
            // In the editor, reloading scripts in play mode causes a Mono Domain Reload.
            // This gets the transport layer (C++) and HLAPI (C#) out of sync.
            // This check below detects that problem and shuts down the transport layer to bring both systems back in sync.
            if (singleton == null && s_PendingSingleton != null && s_DomainReload)
            {
                if (LogFilter.logWarn)
                {
                    Debug.LogWarning("NetworkManager detected a script reload in the editor. This has caused the network to be shut down.");
                }

                s_DomainReload = false;
                s_PendingSingleton.InitializeSingleton();

                // destroy network objects
                var uvs = FindObjectsOfType <NetworkIdentity>();
                foreach (var uv in uvs)
                {
                    GameObject.Destroy(uv.gameObject);
                }

                singleton.StopHost();

                NetworkTransport.Shutdown();
            }
#endif

            if (singleton == null)
            {
                return;
            }

            if (s_LoadingSceneAsync == null)
            {
                return;
            }

            if (!s_LoadingSceneAsync.isDone)
            {
                return;
            }

            if (LogFilter.logDebug)
            {
                Debug.Log("ClientChangeScene done readyCon:" + s_ClientReadyConnection);
            }
            singleton.FinishLoadScene();
            s_LoadingSceneAsync.allowSceneActivation = true;
            s_LoadingSceneAsync = null;
        }
コード例 #2
0
 internal static void UpdateScene()
 {
     if (!(singleton == null) && s_LoadingSceneAsync != null && s_LoadingSceneAsync.isDone)
     {
         if (LogFilter.logDebug)
         {
             Debug.Log("ClientChangeScene done readyCon:" + s_ClientReadyConnection);
         }
         singleton.FinishLoadScene();
         s_LoadingSceneAsync.allowSceneActivation = true;
         s_LoadingSceneAsync = null;
     }
 }