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CrowdControl/Assets/Feel/MMTools/Tools/MMHelpers/MMScene.cs

69 lines
1.7 KiB
C#

3 months ago
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// Scene management helpers
/// </summary>
public class MMScene
{
/// <summary>
/// Returns an array filled with all the currently loaded scenes
/// </summary>
/// <returns></returns>
public static Scene[] GetLoadedScenes()
{
int sceneCount = SceneManager.sceneCount;
List<Scene> loadedScenes = new List<Scene>(sceneCount);
// Scene[] loadedScenes = new Scene[sceneCount];
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.isLoaded)
{
loadedScenes.Add(scene);
}
else
{
Debug.LogWarning($"{scene.name} NOT LOADED");
}
}
return loadedScenes.ToArray();
}
/// <summary>
/// Returns a list of all the scenes present in the build
/// </summary>
/// <returns></returns>
public static List<string> GetScenesInBuild()
{
List<string> scenesInBuild = new List<string>();
for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
{
string scenePath = SceneUtility.GetScenePathByBuildIndex(i);
int lastSlash = scenePath.LastIndexOf("/", StringComparison.Ordinal);
scenesInBuild.Add(scenePath.Substring(lastSlash + 1, scenePath.LastIndexOf(".", StringComparison.Ordinal) - lastSlash - 1));
}
return scenesInBuild;
}
/// <summary>
/// Returns true if a scene by the specified name is present in the build
/// </summary>
/// <param name="sceneName"></param>
/// <returns></returns>
public static bool SceneInBuild(string sceneName)
{
return GetScenesInBuild().Contains(sceneName);
}
}
}