96 lines
4.0 KiB
C#
96 lines
4.0 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System;
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using Doozy.Runtime.Nody;
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using Doozy.Runtime.Nody.Nodes.Internal;
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using UnityEngine.SceneManagement;
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// ReSharper disable RedundantOverriddenMember
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namespace Doozy.Runtime.SceneManagement.Nodes
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{
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/// <summary>
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/// Tells the SceneDirector to unload a Scene either by scene name or scene build index.
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/// <para />
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/// This will destroy all GameObjects associated with the given Scene and remove the Scene from the SceneManager.
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/// <para />
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/// Besides unloading a Scene, the Unload Scene Node can wait until the target Scene has been unloaded before activating the next node in the Graph.
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/// <para />
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/// The next node in the Graph is the one connected to this node’s output socket.
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/// </summary>
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[Serializable]
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[NodyMenuPath("Scene Management", "Unload Scene")] // <<< Change search menu options here category and node name
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public sealed class UnloadSceneNode : SimpleNode
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{
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public GetSceneBy GetSceneBy = SceneLoader.k_DefaultGetSceneBy;
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public int SceneBuildIndex = SceneLoader.k_DefaultBuildIndex;
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public string SceneName = SceneLoader.k_DefaultSceneName;
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public bool WaitForSceneToUnload;
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public UnloadSceneNode()
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{
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AddInputPort() // add a new input port
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.SetCanBeDeleted(false) // port options
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.SetCanBeReordered(false); // port options
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AddOutputPort() // add a new output port
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.SetCanBeDeleted(false) // port options
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.SetCanBeReordered(false); // port options
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canBeDeleted = true; // Used to prevent special nodes from being deleted in the editor
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runUpdate = false; // Run Update when the node is active
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runFixedUpdate = false; // Run FixedUpdate when the node is active
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runLateUpdate = false; // Run LateUpdate when the node is active
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passthrough = true; //allow the graph to bypass this node when going back
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clearGraphHistory = false; //remove the possibility of being able to go back to previously active nodes
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}
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// Called on the frame when this node becomes active
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public override void OnEnter(FlowNode previousNode = null, FlowPort previousPort = null)
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{
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base.OnEnter(previousNode, previousPort);
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if (WaitForSceneToUnload) SceneDirector.instance.onSceneUnloaded.AddListener(SceneUnloaded);
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Run();
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if (WaitForSceneToUnload) return;
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GoToNextNode(firstOutputPort);
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}
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private void SceneUnloaded(Scene unloadedScene)
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{
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// ReSharper disable once SwitchStatementMissingSomeCases
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switch (GetSceneBy)
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{
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case GetSceneBy.Name:
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if (!unloadedScene.name.Equals(SceneName))
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return;
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break;
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case GetSceneBy.BuildIndex:
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if (!unloadedScene.name.Equals(SceneManager.GetSceneByBuildIndex(SceneBuildIndex).name))
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return;
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break;
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}
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SceneDirector.instance.onSceneUnloaded.RemoveListener(SceneUnloaded);
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GoToNextNode(firstOutputPort);
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}
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private void Run()
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{
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switch (GetSceneBy)
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{
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case GetSceneBy.Name:
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SceneDirector.UnloadSceneAsync(SceneName);
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break;
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case GetSceneBy.BuildIndex:
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SceneDirector.UnloadSceneAsync(SceneBuildIndex);
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break;
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default: throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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