49 lines
1.9 KiB
C#
49 lines
1.9 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.SceneManagementTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[Opsive.Shared.Utility.Category("Scene Management")]
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[Opsive.Shared.Utility.Description("Sets active scene with validation and optional callback.")]
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public class SetActiveScene : Action
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{
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[Tooltip("The scene name to set as active.")]
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[SerializeField] protected SharedVariable<string> m_SceneName;
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[Tooltip("The scene build index. Used if Scene Name is empty.")]
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[SerializeField] protected SharedVariable<int> m_SceneBuildIndex = -1;
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[Tooltip("Whether the scene was successfully set as active.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_SceneSetActive;
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/// <summary>
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/// Sets the active scene.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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Scene sceneToSet = default(Scene);
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if (!string.IsNullOrEmpty(m_SceneName.Value)) {
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sceneToSet = SceneManager.GetSceneByName(m_SceneName.Value);
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} else if (m_SceneBuildIndex.Value >= 0) {
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sceneToSet = SceneManager.GetSceneByBuildIndex(m_SceneBuildIndex.Value);
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}
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if (sceneToSet.IsValid() && sceneToSet.isLoaded) {
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SceneManager.SetActiveScene(sceneToSet);
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m_SceneSetActive.Value = true;
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} else {
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m_SceneSetActive.Value = false;
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}
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return TaskStatus.Success;
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}
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}
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}
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#endif |