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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.Serialization;
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using Fungus.Variables;
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namespace Fungus.Commands
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{
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/// <summary>
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/// Loads a new Unity scene and displays an optional loading image. This is useful
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/// for splitting a large game across multiple scene files to reduce peak memory
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/// usage. Previously loaded assets will be released before loading the scene to free up memory.
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/// The scene to be loaded must be added to the scene list in Build Settings.")]
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/// </summary>
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[CommandInfo("Flow",
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"Load Scene",
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"Loads a new Unity scene and displays an optional loading image. This is useful " +
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"for splitting a large game across multiple scene files to reduce peak memory " +
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"usage. Previously loaded assets will be released before loading the scene to free up memory." +
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"The scene to be loaded must be added to the scene list in Build Settings.")]
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[AddComponentMenu("")]
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[ExecuteInEditMode]
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public class LoadScene : Command
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{
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[Tooltip("Name of the scene to load. The scene must also be added to the build settings.")]
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[SerializeField] protected StringData _sceneName = new StringData("");
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[Tooltip("Image to display while loading the scene")]
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[SerializeField] protected Texture2D loadingImage;
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public override void OnEnter()
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{
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SceneLoader.LoadScene(_sceneName.Value, loadingImage);
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}
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public override string GetSummary()
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{
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if (_sceneName.Value.Length == 0)
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{
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return "Error: No scene name selected";
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}
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return _sceneName.Value;
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}
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public override Color GetButtonColor()
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{
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return new Color32(235, 191, 217, 255);
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}
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#region Backwards compatibility
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[HideInInspector] [FormerlySerializedAs("sceneName")] public string sceneNameOLD = "";
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protected virtual void OnEnable()
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{
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if (sceneNameOLD != "")
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{
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_sceneName.Value = sceneNameOLD;
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sceneNameOLD = "";
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}
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}
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#endregion
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}
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}
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