You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

77 lines
2.7 KiB

/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "core/scene-graph/Node.h"
namespace cc {
class SceneGlobals;
namespace scene {
class RenderScene;
}
class Scene final : public Node {
public:
using Super = Node;
explicit Scene(const ccstd::string &name);
Scene();
~Scene() override;
inline scene::RenderScene *getRenderScene() const { return _renderScene; }
inline SceneGlobals *getSceneGlobals() const { return _globals.get(); }
void setSceneGlobals(SceneGlobals *globals);
inline bool isAutoReleaseAssets() const { return _autoReleaseAssets; }
inline void setAutoReleaseAssets(bool val) { _autoReleaseAssets = val; }
void load();
void activate(bool active = true);
void onBatchCreated(bool dontSyncChildPrefab) override;
bool destroy() override;
protected:
void updateScene() override { _scene = this; }
IntrusivePtr<scene::RenderScene> _renderScene;
/**
* @en Per-scene level rendering info
* @zh 场景级别的渲染信息
*/
// @serializable
IntrusivePtr<SceneGlobals> _globals;
bool _inited{false};
/**
* @en Indicates whether all (directly or indirectly) static referenced assets of this scene are releasable by default after scene unloading.
* @zh 指示该场景中直接或间接静态引用到的所有资源是否默认在场景切换后自动释放。
*/
// @serializable
// @editable
bool _autoReleaseAssets{false};
CC_DISALLOW_COPY_MOVE_ASSIGN(Scene);
};
} // namespace cc