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LoadScene uses variables

master
chrisgregan 9 years ago
parent
commit
13235abdc0
  1. 41
      Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs
  2. 6
      Assets/Fungus/Flowchart/Scripts/Commands/OpenURL.cs

41
Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs

@ -1,43 +1,64 @@
using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
namespace Fungus
{
[CommandInfo("Flow",
"Load Scene",
"Loads a new Unity scene and displays an optional loading image. This is useful " +
"for splitting a large game across multiple scene files to reduce peak memory " +
"usage. Previously loaded assets will be released before loading the scene to free up memory." +
"The scene to be loaded must be added to the scene list in Build Settings.")]
"Load Scene",
"Loads a new Unity scene and displays an optional loading image. This is useful " +
"for splitting a large game across multiple scene files to reduce peak memory " +
"usage. Previously loaded assets will be released before loading the scene to free up memory." +
"The scene to be loaded must be added to the scene list in Build Settings.")]
[AddComponentMenu("")]
public class LoadScene : Command
public class LoadScene : Command, ISerializationCallbackReceiver
{
#region Obsolete Properties
[HideInInspector] [FormerlySerializedAs("sceneName")] public string sceneNameOLD;
#endregion
[Tooltip("Name of the scene to load. The scene must also be added to the build settings.")]
public string sceneName = "";
public StringData _sceneName = new StringData("");
[Tooltip("Image to display while loading the scene")]
public Texture2D loadingImage;
public override void OnEnter()
{
SceneLoader.LoadScene(sceneName, loadingImage);
SceneLoader.LoadScene(_sceneName.Value, loadingImage);
}
public override string GetSummary()
{
if (sceneName.Length == 0)
if (_sceneName.Value.Length == 0)
{
return "Error: No scene name selected";
}
return sceneName;
return _sceneName;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
//
// ISerializationCallbackReceiver implementation
//
public virtual void OnBeforeSerialize()
{}
public virtual void OnAfterDeserialize()
{
if (sceneNameOLD != default(string))
{
_sceneName.Value = sceneNameOLD;
sceneNameOLD = default(string);
}
}
}
}

6
Assets/Fungus/Flowchart/Scripts/Commands/OpenURL.cs

@ -11,18 +11,18 @@ namespace Fungus
public class LinkToWebsite : Command
{
[Tooltip("URL to open in the browser")]
public string url;
public StringData url = new StringData();
public override void OnEnter()
{
Application.OpenURL(url);
Application.OpenURL(url.Value);
Continue();
}
public override string GetSummary()
{
return url;
return url.Value;
}
public override Color GetButtonColor()

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