Add skybox, fix world map, temporarily break level load to demo stuff

This commit is contained in:
2022-08-14 16:37:55 -07:00
parent dd76b8b9fe
commit fd1cfa36d5
26 changed files with 2704 additions and 695 deletions

View File

@@ -17,31 +17,21 @@ namespace Scampz.GameJam
}
}
public void LoadScene(int levelIndex, LoadSceneMode loadSceneMode)
public void LoadScene(Scene scene, LoadSceneMode loadSceneMode)
{
StartCoroutine(LoadSceneAsync(levelIndex, loadSceneMode));
StartCoroutine(LoadSceneAsync(scene, loadSceneMode));
}
public void LoadScene(string sceneName, LoadSceneMode loadSceneMode)
public void UnloadScene(Scene scene)
{
StartCoroutine(LoadSceneAsync(sceneName, loadSceneMode));
StartCoroutine(UnloadSceneAsync(scene));
}
public void UnloadScene(int levelIndex)
{
StartCoroutine(UnloadSceneAsync(levelIndex));
}
public void UnloadScene(string sceneName)
{
StartCoroutine(UnloadSceneAsync(sceneName));
}
IEnumerator LoadSceneAsync(int levelIndex, LoadSceneMode loadSceneMode)
private IEnumerator LoadSceneAsync(Scene scene, LoadSceneMode loadSceneMode)
{
yield return null;
var loadSceneOperation = SceneManager.LoadSceneAsync(levelIndex, loadSceneMode);
var loadSceneOperation = SceneManager.LoadSceneAsync(scene.name, loadSceneMode);
loadSceneOperation.allowSceneActivation = false;
while (!loadSceneOperation.isDone)
{
@@ -53,34 +43,11 @@ namespace Scampz.GameJam
yield return loadSceneOperation;
}
private IEnumerator UnloadSceneAsync(int levelIndex)
private IEnumerator UnloadSceneAsync(Scene scene)
{
yield return null;
SceneManager.UnloadSceneAsync(levelIndex);
if (SceneManager.GetSceneByName(scene.name).IsValid())
SceneManager.UnloadSceneAsync(scene);
}
private IEnumerator LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode)
{
yield return null;
var loadSceneOperation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
loadSceneOperation.allowSceneActivation = false;
while (!loadSceneOperation.isDone)
{
if (loadSceneOperation.progress >= 0.9f)
break;
}
loadSceneOperation.allowSceneActivation = true;
yield return loadSceneOperation;
}
private IEnumerator UnloadSceneAsync(string sceneName)
{
yield return null;
SceneManager.UnloadSceneAsync(sceneName);
}
}
}