Firstborn/Assets/ModTool/ModTool/ModScene.cs
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

111 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine;
namespace ModTool
{
/// <summary>
/// Represents a Scene that is included in a Mod.
/// </summary>
public class ModScene : Resource<ModScene>
{
/// <summary>
/// This ModScene's Scene.
/// </summary>
public Scene? scene { get; private set; }
/// <summary>
/// The Mod this scene belongs to.
/// </summary>
public Mod mod { get; private set; }
/// <summary>
/// Can the scene be loaded? False if this scene's Mod is not loaded.
/// </summary>
public override bool canLoad
{
get { return mod.loadState == LoadState.Loaded; }
}
/// <summary>
/// Initialize a new ModScene with a Scene name and a Mod
/// </summary>
/// <param name="name">The scene's name</param>
/// <param name="mod">The Mod this ModScene belongs to.</param>
public ModScene(string name, Mod mod) : base(name)
{
this.mod = mod;
scene = null;
}
protected override IEnumerator LoadResources()
{
AsyncOperation loadOperation = SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive);
while(!loadOperation.isDone)
{
progress = loadOperation.progress;
yield return null;
}
scene = SceneManager.GetSceneByName(name);
SetActive();
}
protected override IEnumerator UnloadResources()
{
if (scene.HasValue)
yield return SceneManager.UnloadSceneAsync(scene.Value);
scene = null;
}
/// <summary>
/// Set this ModScene's Scene as the active scene.
/// </summary>
public void SetActive()
{
if (scene.HasValue)
SceneManager.SetActiveScene(scene.Value);
}
/// <summary>
/// Returns the first Component of type T in this Scene.
/// </summary>
/// <typeparam name="T">The Component that will be looked for.</typeparam>
/// <returns>An array of found Components of Type T.</returns>
public T GetComponentInScene<T>()
{
if (loadState != LoadState.Loaded)
return default(T);
return scene.Value.GetComponentInScene<T>();
}
/// <summary>
/// Returns all Components of type T in this Scene.
/// </summary>
/// <typeparam name="T">The Component that will be looked for.</typeparam>
/// <returns>An array of found Components of Type T.</returns>
public T[] GetComponentsInScene<T>()
{
if (loadState != LoadState.Loaded)
return new T[0];
return scene.Value.GetComponentsInScene<T>();
}
/// <summary>
/// Returns all Components of type T in this Scene.
/// </summary>
/// <typeparam name="T">The Component that will be looked for.</typeparam>
/// <param name="components">A List that will be filled with found Components.</param>
public void GetComponentsInScene<T>(List<T> components)
{
scene.Value.GetComponentsInScene(components);
}
}
}