//---------------------------------------------------------------------------------------------------------------------- private bool OpenCacheInternal(string path, bool updateNonMaterialAssets) { CloseCache(); m_sceneCache = SceneCacheData.Open(path); if (!m_sceneCache) { Debug.LogError($"SceneCachePlayer: cache open failed ({path})"); return(false); } m_sceneCacheFilePath = path; UpdateSceneCacheInfo(m_sceneCacheInfo, m_sceneCache); #if UNITY_EDITOR SetSortEntities(true); #endif LogDebug($"SceneCachePlayer: cache opened ({path})"); //[Note-sin: 2021-7-19] Time/Frame 0 must be loaded first, because the data of other frames might contain "No change from frame 0" LoadSceneCacheToScene(0, updateNonMaterialAssets); return(true); }
public bool OpenCache(string path) { CloseCache(); m_openRequested = false; m_sceneCache = SceneCacheData.Open(path); if (m_sceneCache) { #if UNITY_EDITOR this.sortEntities = true; #endif m_cacheFilePath.fullPath = path; m_pathPrev = path; m_timeRange = m_sceneCache.timeRange; if (m_logging) { Debug.Log(string.Format("SceneCachePlayer: cache opened ({0})", path)); } return(true); } else { if (m_logging) { Debug.Log(string.Format("SceneCachePlayer: cache open failed ({0})", path)); } return(false); } }
internal ISceneCacheInfo ExtractSceneCacheInfo(bool forceOpen) { if (IsSceneCacheOpened()) { return(m_sceneCacheInfo); } if (!forceOpen) { return(null); } SceneCacheData tempSceneCache = SceneCacheData.Open(m_sceneCacheFilePath); if (!tempSceneCache) { return(null); } SceneCacheInfo ret = new SceneCacheInfo(); UpdateSceneCacheInfo(ret, tempSceneCache); tempSceneCache.Close(); return(ret); }
private bool OpenCacheInternal(string path) { CloseCache(); m_sceneCache = SceneCacheData.Open(path); if (!m_sceneCache) { Log($"SceneCachePlayer: cache open failed ({path})", LogType.ERROR); return(false); } #if UNITY_EDITOR SetSortEntities(true); #endif Log($"SceneCachePlayer: cache opened ({path})", LogType.DEBUG); return(true); }