using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using SimpleFileBrowser; public class SceneLoader : MonoBehaviour { public void LoadMenuScene() { SceneManager.LoadSceneAsync("menu"); } public void LoadScene(string scene_name) { Debug.Log(scene_name); SceneManager.LoadSceneAsync(scene_name); } public void QuitApplication() { Application.Quit(); } public void SetLogDir() { // Show a select folder dialog // onSuccess event: print the selected folder's path // onCancel event: print "Canceled" // Load file/folder: folder, Initial path: default (Documents), Title: "Select Folder", submit button text: "Select" FileBrowser.ShowLoadDialog((path) => { OnSetLogDir(path); }, () => { Debug.Log("Canceled"); }, true, null, "Select Log Folder", "Select"); } public void OnSetLogDir(string path) { Debug.Log("Selected: " + path); GlobalState.log_path = path; } public string[] LoadScenePathsFromFile(string directoryPath) { List scenePaths = new List(); // search in the directory string[] paths = System.IO.Directory.GetFiles(directoryPath, "*", System.IO.SearchOption.AllDirectories); foreach (string path in paths) { string extension = System.IO.Path.GetExtension(path); if (extension != "") { continue; } // get only bundle Assets (no file extension) AssetBundle bundle = AssetBundle.LoadFromFile(path); if (GlobalState.bundleScenes != null) { scenePaths.AddRange(bundle.GetAllScenePaths()); GlobalState.bundleScenes.Add(bundle); } } return scenePaths.ToArray(); } }