/// <summary> /// 创建激活场景被改变事件。 /// </summary> /// <param name="lastActiveScene">上一个被激活的场景。</param> /// <param name="activeScene">被激活的场景。</param> /// <returns>创建的激活场景被改变事件。</returns> public static ActiveSceneChangedEventArgs Create(Scene lastActiveScene, Scene activeScene) { ActiveSceneChangedEventArgs activeSceneChangedEventArgs = ReferencePool.Acquire <ActiveSceneChangedEventArgs>(); activeSceneChangedEventArgs.LastActiveScene = lastActiveScene; activeSceneChangedEventArgs.ActiveScene = activeScene; return(activeSceneChangedEventArgs); }
private void SetActiveScene(Scene activeScene) { Scene lastActiveScene = SceneManager.GetActiveScene(); if (lastActiveScene != activeScene) { SceneManager.SetActiveScene(activeScene); m_MainCamera = Camera.main; m_EventComponent.Fire(this, ActiveSceneChangedEventArgs.Create(lastActiveScene, activeScene)); } }
private void SetActiveScene(Scene activeScene) { Scene lastActiveScene = SceneManager.GetActiveScene(); if (lastActiveScene != activeScene) { SceneManager.SetActiveScene(activeScene); m_EventComponent.Raise(this, ActiveSceneChangedEventArgs.Create(lastActiveScene, activeScene)); } RefreshMainCamera(); }