Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Runtime/ResourceManager/ResourceProviders/ISceneProvider.cs

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using System;
using System.Collections.Generic;
using UnityEngine.ResourceManagement;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using UnityEngine.ResourceManagement.Util;
using UnityEngine.SceneManagement;
namespace UnityEngine.ResourceManagement.ResourceProviders
{
/// <summary>
/// Wrapper for scenes. This is used to allow access to the AsyncOperation and delayed activation.
/// </summary>
public struct SceneInstance
{
Scene m_Scene;
internal AsyncOperation m_Operation;
/// <summary>
/// The scene instance.
/// </summary>
public Scene Scene { get { return m_Scene; } internal set { m_Scene = value; } }
/// <summary>
/// Activate the scene via the AsyncOperation.
/// </summary>
[Obsolete("Activate() has been deprecated. Please use ActivateAsync().")]
public void Activate()
{
m_Operation.allowSceneActivation = true;
}
/// <summary>
/// Activate the scene via the AsyncOperation. This is the scene loading AsyncOperation provided by the engine.
/// The documentation for AsyncOperation can be found here: https://docs.unity3d.com/ScriptReference/AsyncOperation.html
/// </summary>
/// <returns>The scene load operation.</returns>
public AsyncOperation ActivateAsync()
{
m_Operation.allowSceneActivation = true;
return m_Operation;
}
///<inheritdoc cref="Scene"/>
public override int GetHashCode()
{
return Scene.GetHashCode();
}
/// <inheritdoc cref="Scene"/>
public override bool Equals(object obj)
{
if (!(obj is SceneInstance))
return false;
return Scene.Equals(((SceneInstance)obj).Scene);
}
}
/// <summary>
/// Interface for scene providers.
/// </summary>
public interface ISceneProvider
{
/// <summary>
/// Load a scene at a specified resource location.
/// </summary>
/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
/// <param name="location">The location of the scene.</param>
/// <param name="loadMode">Load mode for the scene.</param>
/// <param name="activateOnLoad">If true, the scene is activated as soon as it finished loading. Otherwise it needs to be activated via the returned SceneInstance object.</param>
/// <param name="priority">The loading priority for the load.</param>
/// <returns>An operation handle for the loading of the scene. The scene is wrapped in a SceneInstance object to support delayed activation.</returns>
AsyncOperationHandle<SceneInstance> ProvideScene(ResourceManager resourceManager, IResourceLocation location, LoadSceneMode loadMode, bool activateOnLoad, int priority);
/// <summary>
/// Release a scene.
/// </summary>
/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
/// <param name="sceneLoadHandle">The operation handle used to load the scene.</param>
/// <returns>An operation handle for the unload.</returns>
AsyncOperationHandle<SceneInstance> ReleaseScene(ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle);
}
internal interface ISceneProvider2 : ISceneProvider
{
/// <summary>
/// Release a scene.
/// </summary>
/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
/// <param name="sceneLoadHandle">The operation handle used to load the scene.</param>
/// <returns>An operation handle for the unload.</returns>
AsyncOperationHandle<SceneInstance> ReleaseScene(ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle, UnloadSceneOptions unloadOptions);
}
static internal class SceneProviderExtensions
{
public static AsyncOperationHandle<SceneInstance> ReleaseScene(this ISceneProvider provider, ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle, UnloadSceneOptions unloadOptions)
{
if (provider is ISceneProvider2)
return ((ISceneProvider2)provider).ReleaseScene(resourceManager, sceneLoadHandle, unloadOptions);
return provider.ReleaseScene(resourceManager, sceneLoadHandle);
}
}
}