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45 行
1.5 KiB
45 行
1.5 KiB
using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// Allows a "cold start" in the editor, when pressing Play and not passing from the Initialisation scene.
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/// </summary>
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public class EditorColdStartup : MonoBehaviour
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{
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#if UNITY_EDITOR
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[SerializeField] private GameSceneSO _thisSceneSO = default;
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[SerializeField] private GameSceneSO _persistentManagersSO = default;
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[SerializeField] private AssetReference _notifyColdStartupChannel = default;
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[SerializeField] private VoidEventChannelSO _onSceneReadyChannel = default;
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private void Start()
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{
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if (!SceneManager.GetSceneByName(_persistentManagersSO.sceneReference.editorAsset.name).isLoaded)
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{
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_persistentManagersSO.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true).Completed += LoadEventChannel;
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}
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}
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private void LoadEventChannel(AsyncOperationHandle<SceneInstance> obj)
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{
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_notifyColdStartupChannel.LoadAssetAsync<LoadEventChannelSO>().Completed += OnNotifyChannelLoaded;
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}
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private void OnNotifyChannelLoaded(AsyncOperationHandle<LoadEventChannelSO> obj)
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{
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if(_thisSceneSO != null)
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{
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obj.Result.RaiseEvent(_thisSceneSO);
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}
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else
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{
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//Raise a fake scene ready event, so the player is spawned
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_onSceneReadyChannel.RaiseEvent();
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//When this happens, the player won't be able to move between scenes because the SceneLoader has no conception of which scene we are in
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}
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}
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#endif
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}
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