示例#1
0
        void LoadConfigScene()
        {
            // TODO: Emscripten seems to have problems loading statics so reading
            // from ConfigurationScene.Guid will pretty reliably come back as all zeros
            var configGuid = new Hash128("46b433b264c69cbd39f04ad2e5d12be8"); // ConfigurationScene.Guid;

            m_ConfigScene = m_SceneSystem.LoadSceneAsync(configGuid, new SceneSystem.LoadParameters()
            {
                AutoLoad = true, Flags = SceneLoadFlags.LoadAdditive
            });
            m_CatalogOp = IOService.RequestAsyncRead(SceneSystem.GetSceneInfoPath());
        }
示例#2
0
        internal static void FinalizeGameObjectSceneEntity(EntityManager entityManager, Entity sceneEntity, Scene gameObjectScene, SceneSystem sceneSystem)
        {
            // Create handle for ref counting
            unsafe
            {
                var gameObjectSceneReference = new GameObjectSceneData
                {
                    Scene = gameObjectScene,
                    gameObjectSceneHandle = GameObjectSceneRefCount.CreateOrRetainScene(gameObjectScene),
                };

                entityManager.AddSharedComponentData(sceneEntity, gameObjectSceneReference);
            }

            #if UNITY_EDITOR
            entityManager.SetName(sceneEntity, $"GameObject Scene: {gameObjectScene.name}");
            #endif

            var subSceneDataEnum = GetSubScenes(gameObjectScene);
            entityManager.AddBuffer <GameObjectSceneSubScene>(sceneEntity);

            while (subSceneDataEnum.MoveNext())
            {
                var subSceneData           = subSceneDataEnum.Current;
                var subSceneLoadParameters = new SceneSystem.LoadParameters {
                    AutoLoad = subSceneData.AutoLoad
                };
                var subSceneEntity = sceneSystem.GetSceneEntity(subSceneData.SceneGUID);
                if (subSceneEntity == Entity.Null)
                {
                    subSceneEntity = sceneSystem.LoadSceneAsync(subSceneData.SceneGUID, subSceneLoadParameters);
                }

                var subSceneBuffer = entityManager.GetBuffer <GameObjectSceneSubScene>(sceneEntity);
                subSceneBuffer.Add(new GameObjectSceneSubScene
                {
                    SceneEntity = subSceneEntity,
                });
            }
        }