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sceneManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class sceneManager : MonoBehaviour
{
public string firstScene;
public string secondScene;
public string[] scene;
private int nextScene = 0;
private string prevScene;
private string curScene;
private bool connectionFlag = true;
// Start is called before the first frame update
void Start()
{
prevScene = firstScene;
curScene = secondScene;
//SceneManager.LoadScene(firstScene, LoadSceneMode.Additive);
SceneManager.LoadScene(secondScene, LoadSceneMode.Additive);
SceneManager.SetActiveScene(SceneManager.GetSceneByName(prevScene));
}
public void swapScene()
{
SceneManager.UnloadSceneAsync(prevScene);
AsyncOperation asyncLoadLevel = SceneManager.LoadSceneAsync(scene[nextScene], LoadSceneMode.Additive);
prevScene = curScene;
curScene = scene[nextScene];
nextScene++;
StartCoroutine(HitTimer(asyncLoadLevel));
}
IEnumerator HitTimer(AsyncOperation asyncLoadLevel)
{
while (!asyncLoadLevel.isDone)
{
yield return null;
}
if (connectionFlag)
{
SceneManager.SetActiveScene(SceneManager.GetSceneByName(curScene));
}
connectionFlag = !connectionFlag;
}
}