rabidus-test/Assets/Plugins/QFSW/Quantum Console/Source/Extras/SceneCommands.cs

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2023-08-22 15:41:12 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace QFSW.QC.Extras
{
public static class SceneCommands
{
private static async Task PollUntilAsync(int pollInterval, Func<bool> predicate)
{
while (!predicate())
{
await Task.Delay(pollInterval);
}
}
[Command("load-scene", "loads a scene by name into the game")]
private static async Task LoadScene(string sceneName,
[CommandParameterDescription("'Single' mode replaces the current scene with the new scene, whereas 'Additive' merges them")]LoadSceneMode loadMode = LoadSceneMode.Single)
{
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneName, loadMode);
await PollUntilAsync(16, () => asyncOperation.isDone);
}
[Command("load-scene-index", "loads a scene by index into the game")]
private static async Task LoadScene(int sceneIndex,
[CommandParameterDescription("'Single' mode replaces the current scene with the new scene, whereas 'Additive' merges them")]LoadSceneMode loadMode = LoadSceneMode.Single)
{
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneIndex, loadMode);
await PollUntilAsync(16, () => asyncOperation.isDone);
}
[Command("unload-scene", "unloads a scene by name")]
private static async Task UnloadScene(string sceneName)
{
AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneName);
await PollUntilAsync(16, () => asyncOperation.isDone);
}
[Command("unload-scene-index", "unloads a scene by index")]
private static async Task UnloadScene(int sceneIndex)
{
AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneIndex);
await PollUntilAsync(16, () => asyncOperation.isDone);
}
private static IEnumerable<Scene> GetScenesInBuild()
{
int sceneCount = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < sceneCount; i++)
{
Scene scene = SceneManager.GetSceneByBuildIndex(i);
yield return scene;
}
}
[Command("all-scenes", "gets the name and index of every scene included in the build")]
private static Dictionary<int, string> GetAllScenes()
{
Dictionary<int, string> sceneData = new Dictionary<int, string>();
int sceneCount = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < sceneCount; i++)
{
int sceneIndex = i;
string scenePath = SceneUtility.GetScenePathByBuildIndex(sceneIndex);
string sceneName = System.IO.Path.GetFileNameWithoutExtension(scenePath);
sceneData.Add(sceneIndex, sceneName);
}
return sceneData;
}
[Command("loaded-scenes", "gets the name and index of every scene currently loaded")]
private static Dictionary<int, string> GetLoadedScenes()
{
IEnumerable<Scene> loadedScenes = GetScenesInBuild().Where(x => x.isLoaded);
Dictionary<int, string> sceneData = loadedScenes.ToDictionary(x => x.buildIndex, x => x.name);
return sceneData;
}
[Command("active-scene", "gets the name of the active primary scene")]
private static string GetCurrentScene()
{
Scene scene = SceneManager.GetActiveScene();
return scene.name;
}
[Command("set-active-scene", "sets the active scene to the scene with name 'sceneName'")]
private static void SetActiveScene(string sceneName)
{
Scene scene = SceneManager.GetSceneByName(sceneName);
if (!scene.isLoaded) { throw new ArgumentException($"Scene {sceneName} must be loaded before it can be set active"); }
SceneManager.SetActiveScene(scene);
}
}
}