/// <summary> /// メインシーン、サブシーンすべてDeactiveか /// </summary> /// <returns><c>true</c> if this instance is current scene load all deactive; otherwise, <c>false</c>.</returns> public bool IsCurrentSceneLoadAllDeactive() { if (currentSceneNode.state != SceneState.Sleep && currentSceneNode.state != SceneState.Destroy) { return(false); } // メインシーンが既に破棄済みの場合もある SceneProperty currentProperty = currentSceneNode.property; if (currentProperty == null) { return(true); } foreach (var subSceneProperty in currentProperty.listAddSubScene) { SceneNode node = null; if (_dictSceneNode.TryGetValue(subSceneProperty.sceneName, out node) == false) { continue; } if (node.state != SceneState.Sleep) { return(false); } } return(true); }
public SceneNode(string name, GameObject rootObject, SceneType sceneType) { this.name = name; this.rootObject = rootObject; this.sceneType = sceneType; this.state = SceneState.Empty; this.isInitialized = false; this.isVisibled = true; this._scene = scene; this._property = property; }