73 lines
2.7 KiB
C#
73 lines
2.7 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("Unloads scene asynchronously with progress tracking.")]
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public class UnloadSceneAsync : Action
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{
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[Tooltip("The scene name to unload.")]
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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("The unloading progress (0-1).")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_UnloadingProgress;
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[Tooltip("Whether the scene is unloaded.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_SceneUnloaded;
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private AsyncOperation m_UnloadOperation;
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/// <summary>
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/// Called when the action starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_UnloadingProgress.Value = 0.0f;
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m_SceneUnloaded.Value = false;
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m_UnloadOperation = null;
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Scene sceneToUnload = default(Scene);
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if (!string.IsNullOrEmpty(m_SceneName.Value)) {
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sceneToUnload = SceneManager.GetSceneByName(m_SceneName.Value);
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} else if (m_SceneBuildIndex.Value >= 0) {
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sceneToUnload = SceneManager.GetSceneByBuildIndex(m_SceneBuildIndex.Value);
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}
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if (sceneToUnload.IsValid() && sceneToUnload.isLoaded) {
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m_UnloadOperation = SceneManager.UnloadSceneAsync(sceneToUnload);
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}
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}
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/// <summary>
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/// Updates the scene unloading.
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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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if (m_UnloadOperation != null) {
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m_UnloadingProgress.Value = m_UnloadOperation.progress;
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m_SceneUnloaded.Value = m_UnloadOperation.isDone;
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if (m_UnloadOperation.isDone) {
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return TaskStatus.Success;
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}
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} else {
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m_UnloadingProgress.Value = 0.0f;
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m_SceneUnloaded.Value = false;
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return TaskStatus.Failure;
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}
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return TaskStatus.Running;
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}
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}
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}
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#endif |