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[Bot] Automated dotnet-format update

/UI
Ciro Continisio 4 年前
当前提交
47498b5c
共有 3 个文件被更改,包括 5 次插入5 次删除
  1. 2
      UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.Helper.cs
  2. 2
      UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.cs
  3. 6
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs

2
UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.Helper.cs


return isClicked;
}
public static void OpenSceneSafe(GameSceneSO gameSceneSO)
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())

2
UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.cs


guid = guid,
color = Helper.GetDefaultColor(gameSceneSO)
};
items.Add(item);
itemsMap.Add(guid, item);
}

6
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


//Parameters coming from scene loading requests
private GameSceneSO[] _scenesToLoad;
private GameSceneSO[] _currentlyLoadedScenes = new GameSceneSO[]{};
private GameSceneSO[] _currentlyLoadedScenes = new GameSceneSO[] { };
private bool _showLoadingScreen;
private SceneInstance _gameplayManagerSceneInstance = new SceneInstance();

{
_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
while(_gameplayManagerLoadingOpHandle.Status != AsyncOperationStatus.Succeeded)
while (_gameplayManagerLoadingOpHandle.Status != AsyncOperationStatus.Succeeded)
{
yield return null;
}

_showLoadingScreen = showLoadingScreen;
//In case we are coming from a Location back to the main menu, we need to get rid of the persistent Gameplay manager scene
if(_gameplayManagerSceneInstance.Scene != null
if (_gameplayManagerSceneInstance.Scene != null
&& _gameplayManagerSceneInstance.Scene.isLoaded)
Addressables.UnloadSceneAsync(_gameplayManagerLoadingOpHandle, true);

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