Exemplo n.º 1
0
        private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
        {
            _activeScene = locationsToLoad[0];
            UnloadScenes();

            if (showLoadingScreen)
            {
                _loadingScreenManager.ToggleLoadingScreen(true);
            }

            if (_scenesToLoadAsyncOperations.Count == 0)
            {
                for (int i = 0; i < locationsToLoad.Length; i++)
                {
                    string currentScenePath = locationsToLoad[i].scenePath;
                    _scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
                }
            }

            // Load persistent scenes in case some of them were unloaded.
            for (int i = 0; i < _persistentScenes.Count; i++)
            {
                if (!IsSceneLoaded(_persistentScenes[i].scenePath))
                {
                    _scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(_persistentScenes[i].scenePath, LoadSceneMode.Additive));
                }
            }
            StartCoroutine(WaitForLoading(showLoadingScreen));
        }
Exemplo n.º 2
0
        void LoadManagerScene()
        {
            List <GameSceneSO> scenesToLoad = new List <GameSceneSO>();

            for (int i = 0; i < ManagerScenes.Length; i++)
            {
                GameSceneSO sceneSO = ManagerScenes[i];

                for (int j = 0; j < SceneManager.sceneCount; j++)
                {
                    Scene scene = SceneManager.GetSceneAt(j);
                    if (scene.path == sceneSO.scenePath)
                    {
                        return;
                    }
                    else if (j == SceneManager.sceneCount - 1)
                    {
                        scenesToLoad.Add(sceneSO);
                        IsEditorInitializationMode = true;
                    }
                }
            }

            foreach (GameSceneSO sceneSO in scenesToLoad)
            {
                SceneManager.LoadScene(sceneSO.scenePath, LoadSceneMode.Additive);
            }
        }
        private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
        {
            _activeScene = locationsToLoad[0];
            UnloadScenes();

            if (showLoadingScreen)
            {
                _loadingScreenManager.ToggleLoadingScreen(true);
            }

            if (_scenesToLoadAsyncOperations.Count == 0)
            {
                foreach (GameSceneSO location in locationsToLoad)
                {
                    _scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(location.scenePath, LoadSceneMode.Additive));
                }
            }

            StartCoroutine(WaitForLoading(showLoadingScreen));
        }