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SceneOperation

class in AdvancedSceneManager.Core / Inherits from: CustomYieldInstruction

Description

A scene operation is a queueable operation that can open or close scenes..

Static Properties

Member Description
SceneOperation done Gets a Core.SceneOperation that has already completed.

Properties

Member Description
bool acceptsSubOperations { get; } Gets if this operation is currently executing open callbacks. If so, sub operations is temporarily accepted.
IEnumerable<Scene> close { get; } Gets the scenes specified to close.
IEnumerable<Scene> closedScenes Gets the scenes that was closed during this operation.
SceneCollection collection { get; } Specifies the collection that is being opened or closed.
string description { get; } Specifies description for coroutine.
EventCallbackManager<SceneOperationEventBase> events { get; } Gets the event manager for this operation.
SceneOperationFlags flags { get; } Gets the operation flags this operation will use.
Scene focus { get; } Sets focus to the specified scene. Overrides selected scene in collections.
bool focusSingleScene { get; } Sets the first opened scene as active.
bool hasStarted { get; } Gets whether this operation has started.
IEnumerable<Scene> ignoreForActivation { get; } Gets the scenes that should not be activated.
bool isCollectionCloseOperation { get; } Gets whatever this operation is about to close SceneOperation.collection.
bool isDefaultASMScene { get; } Gets if this scene was opened from the default ASM scene collection.
bool isFrozen { get; } Gets if this operation is frozen, as in, can its properties be changed?
bool isStandaloneScene { get; } Gets if this scene was opened from the standalone collection.
bool keepWaiting Inherited from UnityEngine.CustomYieldInstruction. Tells unity whatever the operation is done or not.
LoadingScreenReference loadingScreen { get; } Gets the specified loading screen.
Action<LoadingScreenReference> loadingScreenCallback { get; } Gets the specified loading screen callback.
LoadPriority loadPriority { get; } Gets the Enums.LoadPriority this operation will use.
IEnumerable<Scene> open { get; } Gets the scenes specified to open.
LoadingScreenReference openedLoadingScreen { get; } Gets the loading screen that was opened by this operation.
IEnumerable<Scene> openedScenes Gets the scenes that was opened during this operation.
IEnumerable<Scene> preload { get; } Gets the scenes specified to preload.
float progress Gets the total progress of this operation.
ProgressScope progressScope { get; } Gets the progress scope associated with this operation.
bool reportsProgress { get; } Gets if this scene operation reports progress.
bool runSceneCallbacksOutsideOfPlayMode { get; } Gets whatever scene callbacks should run outside of play mode.
bool setActiveCollectionScene { get; } Specifies whatever active scene should be set when possible.
bool? unloadUnusedAssets { get; } Gets whatever Resources.UnloadUnusedAssets should be called at the end (before loading screen).
bool useLoadingScene { get; } Gets whatever a loading screen should be used.
bool wasCancelled { get; } Gets if this scene operation is cancelled.

Static Methods

Member Description
SceneOperation Queue() _No documentation available._
SceneOperation Queue(SceneOperation operation) Queues a new scene operation.
SceneOperation Start() _No documentation available._
SceneOperation Start(SceneOperation operation) Starts a new scene operation, ignoring queue.

Methods

Member Description
SceneOperation Activate(Scene scene) Sets focus to the specified scene. Overrides selected scene in collections. If null, then the first scene opened will be set as active.
void Cancel() Cancel this operation.
SceneOperation Close(SceneCollection collection) Closes collection.
SceneOperation Close(Scene scene, bool removeFromOpen) Specifies the scenes to close.
SceneOperation Close(Scene[] scenes) Specifies the scenes to close.
SceneOperation Close(IEnumerable<Scene> scenes, bool removeFromOpen) Closes collection.
SceneOperation CloseAll(Scene[] except) _No documentation available._
SceneOperation CloseAll(IEnumerable<Scene> except, bool removeFromOpen) Closes all scenes, regardless if they are persistent or splash/loading screens.
SceneOperation CloseOtherScenes(Scene[] except) Closes all non-persistent scenes prior to opening any scenes.
SceneOperation CloseOtherScenes(bool persistent, IEnumerable<Scene> except, bool loadingScreen, bool splashScreen, bool removeFromOpen) Closes all open scenes prior to opening any scenes, with options.
SceneOperation DisableProgressReporting() Disables progress reporting for this operation.
SceneOperation Focus(Scene scene) Sets focus to the specified scene. Overrides selected scene in collections.
CoroutineAwaiter GetAwaiter() Allows this operation to be awaited.
SceneOperation IgnoreForActivation(IEnumerable<Scene> scenes) Specifies scenes that should not be activated.
SceneOperation OnProgressChanged(Action<float> callback) Adds a callback when progress changed.
SceneOperation Open(SceneCollection collection, bool openAll) Opens the collection.
SceneOperation Open(Scene[] scenes) Specifies the scenes to open.
SceneOperation Open(Scene scene, bool removeFromClose) Specifies the scenes to open.
SceneOperation Open(IEnumerable<Scene> scenes, bool removeFromClose) Opens the collection.
SceneOperation OpenAndActivate(Scene scene) Opens the scene, and makes sure it is activated afterwards.
SceneOperation Preload(Scene[] scenes) Specifies scenes to preload.
SceneOperation Preload(IEnumerable<Scene> scenes) Specifies scenes to preload.
SceneOperation PrependOpen(Scene[] scenes) Specifies the scenes to prepend to the current open operation.
SceneOperation PrependOpen(IEnumerable<Scene> scenes, bool ignoreForActivation) Specifies the scenes to prepend to the current open operation.
SceneOperation RegisterCallback<TEventType>(EventCallback<TEventType> callback, When when, string key) Registers a callback for when an event occurs for this operation.
SceneOperation RemoveOnProgressChangedCallback(Action<float> callback) Removes a callback when progress changed.
SceneOperation RunSceneCallbacksOutsidePlayMode(bool value) Specifies whatever scene callbacks should run outside of play mode.
SceneOperation UnloadUsedAssets() Specifies whatever Resources.UnloadUnusedAssets should be called at the end (before loading screen).
SceneOperation UnregisterCallback<TEventType>(EventCallback<TEventType> callback, When when, string key) Unregisters a callback for when an event occurs for this operation.
void UnregisterCallback<TEventType>(string key) Unregisters a previously registered event callback.
void WaitFor(SceneOperation operation) Waits for the specified scene operation to complete before continuing.
SceneOperation With(SceneCollection collection, bool setActiveScene, bool isCloseOperation) Specifies an associated collection.
SceneOperation With(LoadingScreenReference loadingScreen, bool useLoadingScene) Specifies loading screen to use.
SceneOperation With(bool useLoadingScene) Specifies loading screen to use.
SceneOperation With(Action<LoadingScreenReference> loadingScreenCallback) Specifies a callback when loading screen is opened, before LoadingScreen.OnOpen is called.
SceneOperation With(LoadPriority loadPriority) Sets the Enums.LoadPriority this operation will use.
SceneOperation With(SceneOperationFlags flags) Sets the operation flags this operation will use.
SceneOperation WithFriendlyText(string text) Specifies description for operation coroutine.
SceneOperation WithLoadingScreen(LoadingScreenReference loadingScreen, bool useLoadingScene) Specifies loading screen to use.
SceneOperation WithLoadingScreen(bool useLoadingScene) Specifies whatever loading screen should be used.
SceneOperation WithoutLoadingScreen(bool useLoadingScene) Specifies whatever loading screen should be used.