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WeakSceneLoadingSystem.cs
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65 lines (54 loc) · 2.16 KB
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using Unity.Entities;
using Unity.Scenes;
using UnityEngine;
using UnityEngine.InputSystem;
namespace ContentManagement.Sample
{
public partial struct WeakSceneLoadingSystem : ISystem
{
private bool init;
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<ContentIsReady>();
state.RequireForUpdate<HighLowWeakScene>();
}
public void OnUpdate(ref SystemState state)
{
var weakScene = SystemAPI.GetSingleton<HighLowWeakScene>();
var loadParams = new SceneSystem.LoadParameters
{
AutoLoad = true,
Flags = SceneLoadFlags.LoadAdditive
};
if (!init)
{
Debug.Log("Hit Enter to toggle between low and high fidelity");
// initial load of the low-fidelity scene
weakScene.LoadedScene = SceneSystem.LoadSceneAsync(state.WorldUnmanaged, weakScene.LowSceneRef.Id.GlobalId.AssetGUID, loadParams);
SystemAPI.SetSingleton(weakScene);
init = true;
return;
}
// only switch scenes when user hits enter key
if (!Keyboard.current.enterKey.wasPressedThisFrame)
{
return;
}
// toggle between the two scenes
SceneSystem.UnloadScene(state.WorldUnmanaged, weakScene.LoadedScene); // unload current scene
if (weakScene.IsHighLoaded)
{
// load low fidelity
weakScene.LoadedScene = SceneSystem.LoadSceneAsync(state.WorldUnmanaged, weakScene.LowSceneRef.Id.GlobalId.AssetGUID, loadParams);
weakScene.IsHighLoaded = false;
}
else
{
// load high fidelity
weakScene.LoadedScene = SceneSystem.LoadSceneAsync(state.WorldUnmanaged, weakScene.HighSceneRef.GlobalId.AssetGUID, loadParams);
weakScene.IsHighLoaded = true;
}
SystemAPI.SetSingleton(weakScene);
}
}
}