SetActiveScene() public static method

Set the scene to be active.

public static SetActiveScene ( Scene scene ) : bool
scene Scene The scene to be set.
return bool
コード例 #1
0
ファイル: SceneManager.cs プロジェクト: syougun360/CutTrees
    private void Update()
    {
        for (int i = 0; i < sceneLoaderList.Count; i++)
        {
            SceneLoader loader = sceneLoaderList[i];
            bool        loaded = loader.Update();
            if (loaded)
            {
                SceneDefine.SCENE_ID id         = loader.SceneID;
                UnityScene           unityScene = UnitySceneManager.GetSceneByName(loader.Name);
                SceneBase            scene      = GameObject.Find(unityScene.name).GetComponent <SceneBase>();
                sceneList.Add(scene);

                sceneLoaderList.RemoveAt(i);

                UnitySceneManager.SetActiveScene(unityScene);
                scene.Setup(id, unityScene);
                break;
            }
        }

        for (int i = 0; i < sceneList.Count; i++)
        {
            // アンロード処理
            if (sceneList[i] == null)
            {
                sceneList.RemoveAt(i);
                break;
            }
        }
    }
コード例 #2
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        private static IEnumerator LoadInternal(LoadContext context)
        {
            if (context == null)
            {
                yield break;
            }

            var scene = UnitySceneManager.GetSceneByName(context.NextScene.Name);

            if (!scene.isLoaded)
            {
                yield return(UnitySceneManager.LoadSceneAsync(context.NextScene.Name, LoadSceneMode.Additive));
            }
            UnitySceneManager.SetActiveScene(UnitySceneManager.GetSceneByName(context.NextScene.Name));

            var sceneContext = FindSceneContext(context.NextScene.Name);

            if (sceneContext == null)
            {
                yield break;
            }

            yield return(new WaitUntil(() => sceneContext.Initialized));

            var sceneSettings = sceneContext.Container.TryResolve <SceneSettings>();

            if (sceneSettings != null)
            {
                sceneSettings.Subs.ForEach(x => context.AddAdditiveScene(x));
            }
            context.NextScene.Lifecycles = sceneContext.Container.ResolveAll <ISceneLifecycle>();
        }
コード例 #3
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        public void SetCurrentScene(SceneName sceneName)
        {
            var scene = UnitySceneManager.GetSceneByName(sceneName.ToString());

            UnitySceneManager.SetActiveScene(scene);
            loadedSceneNames.Add(sceneName.ToString());
        }
コード例 #4
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ファイル: SceneManager.cs プロジェクト: syougun360/CutTrees
    private void Start()
    {
        // 最初に再生したシーンを設定する。
        UnityScene unityScene     = UnitySceneManager.GetActiveScene();
        string     unitySceneName = unityScene.name;
        SceneBase  scene          = GameObject.Find(unitySceneName).GetComponent <SceneBase>();

        scene.Setup(GetSceneID(ref unitySceneName), unityScene);
        sceneList.Add(scene);

        UnitySceneManager.SetActiveScene(unityScene);
    }
コード例 #5
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        private async UniTask Load(string sceneName, Action <DiContainer> extraBindings)
        {
            var currentScene = UnitySceneManager.GetActiveScene();

            await LoadAdditive(sceneName, extraBindings);

            var nextScene = UnitySceneManager.GetSceneByName(sceneName);

            UnitySceneManager.SetActiveScene(nextScene);

            await UnitySceneManager.UnloadSceneAsync(currentScene);
        }
コード例 #6
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ファイル: SceneManager.cs プロジェクト: syougun360/CutTrees
    /// <summary>
    /// シーンをアクティブする。
    /// </summary>
    /// <param name="id"></param>
    public static void SetActiveScene(SceneDefine.SCENE_ID id)
    {
        List <SceneBase> sceneList = Instance.sceneList;

        for (int i = 0; i < sceneList.Count; i++)
        {
            if (sceneList[i].SceneID == id)
            {
                UnitySceneManager.SetActiveScene(sceneList[i].UnityScene);
                break;
            }
        }
    }
コード例 #7
0
ファイル: SceneComponent.cs プロジェクト: Mrwenshuai/GF
        private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
        {
            m_MainCamera = Camera.main;
            if (SceneManager.GetActiveScene() == m_GameFrameworkScene)
            {
                Scene scene = SceneManager.GetSceneByName(GetSceneName(e.SceneAssetName));
                if (!scene.IsValid())
                {
                    Log.Error("Loaded scene '{0}' is invalid.", e.SceneAssetName);
                    return;
                }

                SceneManager.SetActiveScene(scene);
            }

            m_EventComponent.Fire(this, LoadSceneSuccessEventArgs.Create(e));
        }
コード例 #8
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        private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
        {
            m_MainCamera = Camera.main;
            if (SceneManager.GetActiveScene() == m_GameFrameworkScene)
            {
                Scene scene = SceneManager.GetSceneByName(GetSceneName(e.SceneAssetName));
                if (!scene.IsValid())
                {
                    Log.Error("Loaded scene '{0}' is invalid.", e.SceneAssetName);
                    return;
                }

                SceneManager.SetActiveScene(scene);
            }

            if (m_EnableLoadSceneSuccessEvent)
            {
                _eventComponent.Fire(this, ReferencePool.Acquire <LoadSceneSuccessEventArgs>().Fill(e));
            }
        }
コード例 #9
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        //加载场景成功的回调
        private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
        {
            m_MainCamera = Camera.main;                                                    //获取主相机
            if (SceneManager.GetActiveScene() == m_GFScene)                                //如果当前是框架所在场景
            {
                Scene scene = SceneManager.GetSceneByName(GetSceneName(e.SceneAssetName)); //获取加载成功的场景
                if (!scene.IsValid())                                                      //加载的场景不合法
                {
                    Log.Error("[SceneComponent.OnLoadSceneSuccess] Loaded scene '{0}' is invalid.", e.SceneAssetName);
                    return;
                }

                SceneManager.SetActiveScene(scene); //激活场景
            }

            if (m_EnableLoadSceneSuccessEvent)
            {
                m_EventComponent.Fire(this, ReferencePool.Acquire <LoadSceneSuccessEventArgs>().Fill(e));
            }
        }
コード例 #10
0
ファイル: LightMapEditor.cs プロジェクト: Liangzg/GEX_1.X
    /// <summary>
    /// 生成所有场景的Prefab资源
    /// </summary>
    public static void GenLightmapPrefabAll()
    {
        EditorSceneManager.SaveOpenScenes();
        AssetDatabase.SaveAssets();

        string[] sceneDirs    = new[] { "Assets/AllResources/scene-s/" };
        string   curScenePath = EditorSceneManager.GetActiveScene().path;

        foreach (string sceneDir in sceneDirs)
        {
            string[] sceneArr = Directory.GetFiles(sceneDir, "*.unity", SearchOption.AllDirectories);
            if (sceneArr == null || sceneArr.Length <= 0)
            {
                continue;
            }
            int index = 0;
            foreach (string scenePath in sceneArr)
            {
                EditorUtility.DisplayProgressBar("生成Lightmap Prefab", "正在打包生成资源,请等待...", index / (float)sceneArr.Length);

                Scene curScene = EditorSceneManager.OpenScene(scenePath.Replace("\\", "/"));
                SceneManager.SetActiveScene(curScene);

                genBakeLightmapAndPrefab(true);

                index++;
            }
        }

        EditorUtility.ClearProgressBar();

        //还原打包前打开的场景
        EditorSceneManager.OpenScene(curScenePath);

        EditorSceneManager.SaveOpenScenes();
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();

        Debug.Log("已完成打包" + System.DateTime.Now.ToString("HH:mm:ss"));
        EditorUtility.DisplayDialog("提示", "已完成批量打包!" + System.DateTime.Now.ToString("HH:mm:ss"), "OK");
    }
コード例 #11
0
    /* Make sure this scene is unique, since the loader will actually load it
     * when in-game */
    private System.Collections.IEnumerator makeSceneUnique()
    {
        Scene[] scenes;
        AsyncOp op;
        int     mainIdx;

        scenes  = new Scene[SceneMng.sceneCount];
        mainIdx = -1;
        for (int i = 0; i < scenes.Length; i++)
        {
            scenes[i] = SceneMng.GetSceneAt(i);
            if (scenes[i].name == this.GameOverSceneName)
            {
                mainIdx = i;
            }
        }
        if (mainIdx == -1)
        {
            throw new System.Exception($"Didn't find the expected scene ({this.GameOverSceneName})");
        }

        for (int i = 0; i < scenes.Length; i++)
        {
            if (i == mainIdx)
            {
                continue;
            }
            op = SceneMng.UnloadSceneAsync(scenes[i]);
            yield return(op);
        }

        SceneMng.SetActiveScene(scenes[mainIdx]);
        yield return(SceneMng.LoadSceneAsync(
                         "scenes/000-game-controller/bg-scenes/GameOverBG",
                         SceneMode.Additive));

        yield return(runGameOverAnim());
    }
コード例 #12
0
ファイル: SceneManager.cs プロジェクト: maple-yang/MateUnity
        IEnumerator DoLoadScene(string toScene, LoadSceneMode mode, bool unloadCurrent)
        {
            isLoading = true;

            //about to change scene
            if (sceneChangeStartCallback != null)
            {
                sceneChangeStartCallback();
            }

            //play out transitions
            for (int i = 0; i < mTransitions.Count; i++)
            {
                yield return(mTransitions[i].Out());
            }

            //wait for scene add to finish
            while (mSceneAddRout != null)
            {
                yield return(null);
            }

            //unload added scenes
            UnloadAddedScenes();

            //wait for scene remove to finish
            while (mSceneRemoveRout != null)
            {
                yield return(null);
            }

            //scene is about to change
            if (sceneChangeCallback != null)
            {
                sceneChangeCallback(toScene);
            }

            bool doLoad = true;

            if (mode == LoadSceneMode.Additive)
            {
                bool isCurSceneRoot = _rootScene == mCurScene;

                //special case if we are loading the same scene we first instantiated, but is not the root
                if (!isCurSceneRoot && mFirstSceneLoaded == mCurScene)
                {
                    mode = LoadSceneMode.Single;
                }
                else
                {
                    //unload current scene if it's not the root
                    //Debug.Log("unload: "+mCurScene);
                    if (unloadCurrent && !isCurSceneRoot)
                    {
                        var sync = UnitySceneManager.UnloadSceneAsync(mCurScene);
                        if (sync != null)
                        {
                            while (!sync.isDone)
                            {
                                yield return(null);
                            }
                        }
                    }

                    //load only if it doesn't exist
                    doLoad = !UnitySceneManager.GetSceneByName(toScene).IsValid();
                }
            }

            //load
            if (doLoad)
            {
                var sync = UnitySceneManager.LoadSceneAsync(toScene, mode);

                //something went wrong
                if (sync == null)
                {
                    isLoading = false;
                    yield break;
                }

                while (!sync.isDone)
                {
                    yield return(null);
                }
            }
            else
            {
                yield return(null);
            }

            mCurScene = UnitySceneManager.GetSceneByName(toScene);
            UnitySceneManager.SetActiveScene(mCurScene);

            if (sceneChangePostCallback != null)
            {
                sceneChangePostCallback();
            }

            //play in transitions
            for (int i = 0; i < mTransitions.Count; i++)
            {
                yield return(mTransitions[i].In());
            }

            isLoading = false;

            if (sceneChangeEndCallback != null)
            {
                sceneChangeEndCallback();
            }
        }
コード例 #13
0
ファイル: SceneManager.cs プロジェクト: WangWeiNing/MateUnity
        IEnumerator DoLoadScene(string toScene, LoadSceneMode mode, bool unloadCurrent)
        {
            isLoading = true;

            //make sure the scene is not paused
            Resume();

            //play out transitions
            for (int i = 0; i < mTransitions.Count; i++)
            {
                yield return(mTransitions[i].Out());
            }

            //scene is about to change
            if (sceneChangeCallback != null)
            {
                sceneChangeCallback(toScene);
            }

            bool doLoad = true;

            if (mode == LoadSceneMode.Additive)
            {
                //Debug.Log("unload: "+mCurScene);
                if (unloadCurrent && mCurScene != mRootScene)
                {
                    UnitySceneManager.UnloadScene(mCurScene);

                    //unload added scenes
                    UnloadAddedScenes();
                }

                //load only if it doesn't exist
                doLoad = !UnitySceneManager.GetSceneByName(toScene).IsValid();
            }
            else
            {
                //single mode removes all other scenes
                ClearAddSceneData();
            }

            //load
            if (doLoad)
            {
                var sync = UnitySceneManager.LoadSceneAsync(toScene, mode);

                while (!sync.isDone)
                {
                    yield return(null);
                }
            }
            else
            {
                yield return(null);
            }

            mCurScene = UnitySceneManager.GetSceneByName(toScene);
            UnitySceneManager.SetActiveScene(mCurScene);

            if (sceneChangePostCallback != null)
            {
                sceneChangePostCallback();
            }

            //play in transitions
            for (int i = 0; i < mTransitions.Count; i++)
            {
                yield return(mTransitions[i].In());
            }

            isLoading = false;
        }
コード例 #14
0
 /// <summary>
 /// 设置活动场景
 /// </summary>
 /// <param name="sceneAssetName"></param>
 /// <returns></returns>
 public bool SetActiveScene(string sceneAssetName)
 {
     return(SceneManager.SetActiveScene(SceneManager.GetSceneByPath(sceneAssetName)));
 }