29 lines
1.8 KiB
C#
29 lines
1.8 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 Doozy.Runtime.SceneManagement.ScriptableObjects;
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namespace Doozy.Runtime.SceneManagement
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{
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public static class SceneUtils
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{
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private static SceneManagementSettings settings => SceneManagementSettings.instance;
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/// <summary> Create a SceneLoader that loads the Scene asynchronously in the background by its index in Build Settings, then returns a reference to the newly created SceneLoader </summary>
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/// <param name="sceneBuildIndex"> Index of the Scene in the Build Settings to load </param>
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/// <param name="loadSceneMode"> If LoadSceneMode.Single then all current Scenes will be unloaded before loading </param>
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/// <param name="progressor"> Progressor that will get referenced to the SceneLoader, to get updated while the scene loads </param>
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// public static SceneLoader LoadSceneAsync(int sceneBuildIndex, LoadSceneMode loadSceneMode, Progressor progressor = null)
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// {
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// if (settings.debugMode) Debugger.Log($"LoadSceneAsync - sceneBuildIndex: {sceneBuildIndex} / loadSceneMode: {loadSceneMode} / has Progressor: {(progressor == null ? "No" : "Yes")}", SceneDirector.instance);
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// SceneLoader loader = SceneLoader.GetLoader();
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// loader.SetSceneBuildIndex(sceneBuildIndex)
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// .SetLoadSceneBy(GetSceneBy.BuildIndex)
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// .SetProgressor(progressor)
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// .SetLoadSceneMode(loadSceneMode)
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// .LoadSceneAsync();
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// return loader;
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// }
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}
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}
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