StationObscurum/Assets/FishNet/Runtime/Managing/Scened/SceneProcessorBase.cs

93 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityScene = UnityEngine.SceneManagement.Scene;
namespace FishNet.Managing.Scened
{
public abstract class SceneProcessorBase : MonoBehaviour
{
#region Protected.
/// <summary>
/// SceneManager for this processor.
/// </summary>
protected SceneManager SceneManager;
#endregion
/// <summary>
/// Initializes this script for use.
/// </summary>
/// <param name="manager">SceneManager which will be utilizing this class.</param>
public virtual void Initialize(SceneManager manager)
{
SceneManager = manager;
}
/// <summary>
/// Called when scene loading has begun.
/// </summary>
public virtual void LoadStart(LoadQueueData queueData) { }
/// <summary>
/// Called when scene loading has ended.
/// </summary>
public virtual void LoadEnd(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has begun within a load operation.
/// </summary>
public virtual void UnloadStart(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has ended within a load operation.
/// </summary>
public virtual void UnloadEnd(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has begun within an unload operation.
/// </summary>
public virtual void UnloadStart(UnloadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has ended within an unload operation.
/// </summary>
public virtual void UnloadEnd(UnloadQueueData queueData) { }
/// <summary>
/// Begin loading a scene using an async method.
/// </summary>
/// <param name="sceneName">Scene name to load.</param>
public abstract void BeginLoadAsync(string sceneName, LoadSceneParameters parameters);
/// <summary>
/// Begin unloading a scene using an async method.
/// </summary>
/// <param name="sceneName">Scene name to unload.</param>
public abstract void BeginUnloadAsync(Scene scene);
/// <summary>
/// Returns if a scene load or unload percent is done.
/// </summary>
/// <returns></returns>
public abstract bool IsPercentComplete();
/// <summary>
/// Returns the progress on the current scene load or unload.
/// </summary>
/// <returns></returns>
public abstract float GetPercentComplete();
/// <summary>
/// Adds a scene to loaded scenes.
/// </summary>
/// <param name="scene">Scene loaded.</param>
public virtual void AddLoadedScene(Scene scene) { }
/// <summary>
/// Returns scenes which were loaded during a load operation.
/// </summary>
public abstract List<Scene> GetLoadedScenes();
/// <summary>
/// Activates scenes which were loaded.
/// </summary>
public abstract void ActivateLoadedScenes();
/// <summary>
/// Returns if all asynchronized tasks are considered IsDone.
/// </summary>
/// <returns></returns>
public abstract IEnumerator AsyncsIsDone();
}
}