7502018d20
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.
102 lines
4.5 KiB
C#
102 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.ResourceManagement;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceLocations;
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using UnityEngine.ResourceManagement.Util;
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using UnityEngine.SceneManagement;
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namespace UnityEngine.ResourceManagement.ResourceProviders
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{
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/// <summary>
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/// Wrapper for scenes. This is used to allow access to the AsyncOperation and delayed activation.
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/// </summary>
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public struct SceneInstance
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{
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Scene m_Scene;
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internal AsyncOperation m_Operation;
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/// <summary>
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/// The scene instance.
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/// </summary>
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public Scene Scene { get { return m_Scene; } internal set { m_Scene = value; } }
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/// <summary>
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/// Activate the scene via the AsyncOperation.
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/// </summary>
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[Obsolete("Activate() has been deprecated. Please use ActivateAsync().")]
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public void Activate()
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{
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m_Operation.allowSceneActivation = true;
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}
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/// <summary>
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/// Activate the scene via the AsyncOperation. This is the scene loading AsyncOperation provided by the engine.
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/// The documentation for AsyncOperation can be found here: https://docs.unity3d.com/ScriptReference/AsyncOperation.html
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/// </summary>
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/// <returns>The scene load operation.</returns>
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public AsyncOperation ActivateAsync()
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{
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m_Operation.allowSceneActivation = true;
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return m_Operation;
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}
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///<inheritdoc cref="Scene"/>
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public override int GetHashCode()
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{
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return Scene.GetHashCode();
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}
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/// <inheritdoc cref="Scene"/>
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public override bool Equals(object obj)
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{
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if (!(obj is SceneInstance))
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return false;
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return Scene.Equals(((SceneInstance)obj).Scene);
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}
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}
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/// <summary>
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/// Interface for scene providers.
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/// </summary>
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public interface ISceneProvider
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{
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/// <summary>
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/// Load a scene at a specified resource location.
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/// </summary>
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/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
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/// <param name="location">The location of the scene.</param>
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/// <param name="loadMode">Load mode for the scene.</param>
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/// <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>
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/// <param name="priority">The loading priority for the load.</param>
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/// <returns>An operation handle for the loading of the scene. The scene is wrapped in a SceneInstance object to support delayed activation.</returns>
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AsyncOperationHandle<SceneInstance> ProvideScene(ResourceManager resourceManager, IResourceLocation location, LoadSceneMode loadMode, bool activateOnLoad, int priority);
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/// <summary>
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/// Release a scene.
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/// </summary>
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/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
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/// <param name="sceneLoadHandle">The operation handle used to load the scene.</param>
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/// <returns>An operation handle for the unload.</returns>
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AsyncOperationHandle<SceneInstance> ReleaseScene(ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle);
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}
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internal interface ISceneProvider2 : ISceneProvider
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{
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/// <summary>
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/// Release a scene.
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/// </summary>
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/// <param name="resourceManager">The resource manager to use for loading dependencies.</param>
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/// <param name="sceneLoadHandle">The operation handle used to load the scene.</param>
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/// <returns>An operation handle for the unload.</returns>
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AsyncOperationHandle<SceneInstance> ReleaseScene(ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle, UnloadSceneOptions unloadOptions);
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}
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static internal class SceneProviderExtensions
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{
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public static AsyncOperationHandle<SceneInstance> ReleaseScene(this ISceneProvider provider, ResourceManager resourceManager, AsyncOperationHandle<SceneInstance> sceneLoadHandle, UnloadSceneOptions unloadOptions)
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{
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if (provider is ISceneProvider2)
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return ((ISceneProvider2)provider).ReleaseScene(resourceManager, sceneLoadHandle, unloadOptions);
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return provider.ReleaseScene(resourceManager, sceneLoadHandle);
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}
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}
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}
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