Updated Scene Loader to use Unitask and wait for unload to finish before loading new scene
This commit is contained in:
@@ -1,3 +1,4 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@@ -45,4 +46,26 @@ public class SceneLoader : MonoBehaviour
|
||||
{
|
||||
SceneManager.LoadScene("CurrentResults", LoadSceneMode.Additive);
|
||||
}
|
||||
|
||||
public void NewRoom()
|
||||
{
|
||||
LoadNewRoom();
|
||||
}
|
||||
|
||||
private async UniTaskVoid LoadNewRoom()
|
||||
{
|
||||
int sceneCount = SceneManager.sceneCount;
|
||||
|
||||
for (int i = 0; i < sceneCount; i++)
|
||||
{
|
||||
Scene myScene = SceneManager.GetSceneAt(i);
|
||||
if (myScene.isLoaded && myScene != SceneManager.GetSceneByBuildIndex(baseSceneIndex))
|
||||
{
|
||||
currentScene = myScene.buildIndex;
|
||||
await SceneManager.UnloadSceneAsync(myScene);
|
||||
}
|
||||
}
|
||||
await SceneManager.LoadSceneAsync(currentScene + 1, LoadSceneMode.Additive);
|
||||
Debug.Log("Loaded Room " + currentScene + 1);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user