Files
Learning-UnityNGO/Assets/Plugins/QFSW/Quantum Console/Source/Extras/SceneCommands.cs
T
2026-06-17 20:44:53 +03:00

96 lines
3.7 KiB
C#

#if !QC_DISABLED && !QC_DISABLE_BUILTIN_ALL && !QC_DISABLE_BUILTIN_EXTRA
using QFSW.QC.Suggestors.Tags;
using QFSW.QC.Utilities;
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(
[SceneName]
string sceneName,
[CommandParameterDescription("'Single' mode replaces the current scene with the new scene, whereas 'Additive' merges them")]
LoadSceneMode loadMode = LoadSceneMode.Single)
{
AsyncOperation asyncOperation = SceneUtilities.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([SceneName(LoadedOnly = true)] 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);
}
[Command("all-scenes", "gets the name and index of every scene included in the build")]
private static IEnumerable<KeyValuePair<int, string>> GetAllScenes()
{
int sceneIndex = 0;
foreach (string sceneName in SceneUtilities.GetAllSceneNames())
{
yield return new KeyValuePair<int, string>(sceneIndex++, sceneName);
}
}
[Command("loaded-scenes", "gets the name and index of every scene currently loaded")]
private static IEnumerable<KeyValuePair<int, string>> GetLoadedScenes()
{
return SceneUtilities.GetLoadedScenes()
.OrderBy(x => x.buildIndex)
.Select(x => new KeyValuePair<int, string>(x.buildIndex, x.name));
}
[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([SceneName(LoadedOnly = true)] 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);
}
}
}
#endif