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if (!CheckLoadState(currentSceneName)) |
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{ |
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//Add the scene to the list of scenes to load asynchronously in the background
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_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Single)); |
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_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive)); |
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} |
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} |
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_scenesToLoadAsyncOperations[0].completed += SetActiveScene; |
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Scene scene = SceneManager.GetSceneAt(i); |
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if (scene.name != _initializationScene.sceneName) |
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{ |
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Debug.Log("Added scene to unload = " + scene.name); |
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//Add the scene to the list of the scenes to unload
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_ScenesToUnload.Add(scene); |
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} |
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//Unload the scene asynchronously in the background
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SceneManager.UnloadSceneAsync(_ScenesToUnload[i]); |
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} |
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_ScenesToUnload.Clear(); |
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_ScenesToUnload.Clear(); |
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} |
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/// <summary> This function checks if a scene is already loaded </summary>
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