feat : add load scene parameter LocalPhysicsMode
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@@ -8,13 +8,14 @@ namespace YooAsset
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{
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internal sealed class DatabaseSceneProvider : ProviderOperation
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{
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public readonly LoadSceneMode SceneMode;
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public LoadSceneMode SceneMode => LoadSceneParams.loadSceneMode;
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public readonly LoadSceneParameters LoadSceneParams;
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private bool _suspendLoadMode;
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private AsyncOperation _asyncOperation;
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public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
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public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, LocalPhysicsMode physicsMode = default) : base(manager, providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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LoadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
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SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoadMode = suspendLoad;
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}
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@@ -53,14 +54,12 @@ namespace YooAsset
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{
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if (IsWaitForAsyncComplete)
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
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_steps = ESteps.Checking;
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}
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else
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoadMode;
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