补齐备份工程打开依赖
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace IngameDebugConsole.Commands
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{
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public class SceneCommands
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{
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[ConsoleMethod( "scene.load", "Loads a scene" ), UnityEngine.Scripting.Preserve]
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public static void LoadScene( string sceneName )
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{
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LoadSceneInternal( sceneName, false, LoadSceneMode.Single );
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}
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[ConsoleMethod( "scene.load", "Loads a scene" ), UnityEngine.Scripting.Preserve]
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public static void LoadScene( string sceneName, LoadSceneMode mode )
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{
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LoadSceneInternal( sceneName, false, mode );
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}
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[ConsoleMethod( "scene.loadasync", "Loads a scene asynchronously" ), UnityEngine.Scripting.Preserve]
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public static void LoadSceneAsync( string sceneName )
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{
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LoadSceneInternal( sceneName, true, LoadSceneMode.Single );
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}
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[ConsoleMethod( "scene.loadasync", "Loads a scene asynchronously" ), UnityEngine.Scripting.Preserve]
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public static void LoadSceneAsync( string sceneName, LoadSceneMode mode )
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{
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LoadSceneInternal( sceneName, true, mode );
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}
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private static void LoadSceneInternal( string sceneName, bool isAsync, LoadSceneMode mode )
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{
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if( SceneManager.GetSceneByName( sceneName ).IsValid() )
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{
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Debug.Log( "Scene " + sceneName + " is already loaded" );
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return;
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}
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if( isAsync )
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SceneManager.LoadSceneAsync( sceneName, mode );
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else
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SceneManager.LoadScene( sceneName, mode );
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}
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[ConsoleMethod( "scene.unload", "Unloads a scene" ), UnityEngine.Scripting.Preserve]
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public static void UnloadScene( string sceneName )
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{
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SceneManager.UnloadSceneAsync( sceneName );
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}
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[ConsoleMethod( "scene.restart", "Restarts the active scene" ), UnityEngine.Scripting.Preserve]
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public static void RestartScene()
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{
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SceneManager.LoadScene( SceneManager.GetActiveScene().name, LoadSceneMode.Single );
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}
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}
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}
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