An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
using Fungus.Variables;
namespace Fungus.Commands
{
/// <summary>
/// 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.")]
/// </summary>
[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.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class LoadScene : Command
{
[Tooltip("Name of the scene to load. The scene must also be added to the build settings.")]
[SerializeField] protected StringData _sceneName = new StringData("");
[Tooltip("Image to display while loading the scene")]
[SerializeField] protected Texture2D loadingImage;
#region Public members
public override void OnEnter()
{
SceneLoader.LoadScene(_sceneName.Value, loadingImage);
}
public override string GetSummary()
{
if (_sceneName.Value.Length == 0)
{
return "Error: No scene name selected";
}
return _sceneName.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("sceneName")] public string sceneNameOLD = "";
protected virtual void OnEnable()
{
if (sceneNameOLD != "")
{
_sceneName.Value = sceneNameOLD;
sceneNameOLD = "";
}
}
#endregion
}
}