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Copy file name to clipboardExpand all lines: Packages/mygamedevtools-scene-loader/Runtime/Interfaces/ISceneLoader.cs
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* Created on: 7/16/2022 (en-US)
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*/
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usingUnityEngine.SceneManagement;
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namespaceMyGameDevTools.SceneLoading
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{
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/// <summary>
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/// It will transition from the current active scene (<see cref="ISceneManager.GetActiveScene()"/>)
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/// to the target scene (<paramref name="targetSceneInfo"/>), with an optional intermediate loading scene (<paramref name="intermediateSceneInfo"/>).
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/// If the <paramref name="intermediateSceneInfo"/> is not set, the transition will have no intermediate loading scene and will instead simply load the target scene directly.
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/// Also, you can provide a scene that wasn't loaded from this scene loader to transition from, as the <paramref name="externalOriginScene"/>,
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/// instead of transitioning from the current active scene.
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/// The complete transition flow is:
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/// <br/><br/>
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/// 1. Load the intermediate scene (if provided).<br/>
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/// A reference to the scene that's going to be loaded as the transition intermediate (as a loading scene).
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/// If null, the transition will not have an intermediate loading scene.
/// Reference to the scene that's going to be loaded.
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/// </param>
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/// <param name="setActive">Should the loaded scene be marked as active? Equivalent to calling <see cref="ISceneManager.SetActiveScene(UnityEngine.SceneManagement.Scene)"/>.</param>
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/// <param name="setActive">Should the loaded scene be marked as active? Equivalent to calling <see cref="ISceneManager.SetActiveScene(Scene)"/>.</param>
Copy file name to clipboardExpand all lines: Packages/mygamedevtools-scene-loader/Runtime/Interfaces/ISceneLoaderAsync.cs
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*/
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usingSystem;
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usingUnityEngine.SceneManagement;
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namespaceMyGameDevTools.SceneLoading
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{
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/// <summary>
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/// Interface to standardize async scene loading operations.
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/// <typeparamref name="TAsync"/> can be a <see cref="UnityEngine.Coroutine"/> or an awaitable type that returns <see cref="UnityEngine.SceneManagement.Scene"/>, such as
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/// <typeparamref name="TAsync"/> can be a <see cref="UnityEngine.Coroutine"/> or an awaitable type that returns <see cref="Scene"/>, such as
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