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