Ciro Continisio
4 年前
当前提交
dcf0b00e
共有 11 个文件被更改,包括 89 次插入 和 1105 次删除
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998UOP1_Project/Assets/Scenes/Locations/Beach.unity
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2UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
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2UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs
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15UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
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30UOP1_Project/Assets/Scripts/SceneManagement/SceneReadyBroadcaster.cs
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6UOP1_Project/Assets/Scripts/SceneManagement/SceneReadyBroadcaster.cs.meta
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49UOP1_Project/Assets/Prefabs/Gameplay/SceneStartup.prefab
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66UOP1_Project/Assets/Prefabs/Gameplay/LocationEditorInitializer.prefab
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11UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs.meta
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15UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs
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0/UOP1_Project/Assets/Prefabs/Gameplay/SceneStartup.prefab.meta
998
UOP1_Project/Assets/Scenes/Locations/Beach.unity
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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/// <summary>
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/// This script loads the persistent managers and gameplay Scenes, to allow to start the game from any gameplay Scene
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/// It can also be used for menu scene by just adding the persistent managers scene on the inspector
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/// </summary>
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public class EditorInitialisationLoader : MonoBehaviour |
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{ |
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#if UNITY_EDITOR
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public int targetFramerate = 0; // For debugging purposes
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//bool to know if we are coming from editor initializer mode
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[HideInInspector] public bool _shootEvent = true; |
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#endif
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} |
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