forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			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();
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
} |