595 lines
25 KiB
C#
595 lines
25 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Tools;
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using UnityEngine.SceneManagement;
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using UnityEngine.Events;
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namespace MoreMountains.Tools
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{
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[System.Serializable]
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public class ProgressEvent : UnityEvent<float>{}
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/// <summary>
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/// A simple class used to store additive loading settings
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/// </summary>
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[Serializable]
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public class MMAdditiveSceneLoadingManagerSettings
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{
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/// the name of the MMSceneLoadingManager scene you want to use when in additive mode
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[Tooltip("the name of the MMSceneLoadingManager scene you want to use when in additive mode")]
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public string LoadingSceneName = "MMAdditiveLoadingScreen";
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/// when in additive loading mode, the thread priority to apply to the loading
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[Tooltip("when in additive loading mode, the thread priority to apply to the loading")]
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public ThreadPriority ThreadPriority = ThreadPriority.High;
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/// whether or not to make additional sanity checks (better leave this to true)
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[Tooltip("whether or not to make additional sanity checks (better leave this to true)")]
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public bool SecureLoad = true;
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/// when in additive loading mode, whether or not to interpolate the progress bar's progress
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[Tooltip("when in additive loading mode, whether or not to interpolate the progress bar's progress")]
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public bool InterpolateProgress = true;
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/// when in additive loading mode, when in additive loading mode, the duration (in seconds) of the delay before the entry fade
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[Tooltip("when in additive loading mode, when in additive loading mode, the duration (in seconds) of the delay before the entry fade")]
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public float BeforeEntryFadeDelay = 0f;
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/// when in additive loading mode, the duration (in seconds) of the entry fade
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[Tooltip("when in additive loading mode, the duration (in seconds) of the entry fade")]
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public float EntryFadeDuration = 0.25f;
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/// when in additive loading mode, the duration (in seconds) of the delay before the entry fade
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[Tooltip("when in additive loading mode, the duration (in seconds) of the delay before the entry fade")]
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public float AfterEntryFadeDelay = 0.1f;
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/// when in additive loading mode, the duration (in seconds) of the delay before the exit fade
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[Tooltip("when in additive loading mode, the duration (in seconds) of the delay before the exit fade")]
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public float BeforeExitFadeDelay = 0.25f;
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/// when in additive loading mode, the duration (in seconds) of the exit fade
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[Tooltip("when in additive loading mode, the duration (in seconds) of the exit fade")]
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public float ExitFadeDuration = 0.2f;
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/// when in additive loading mode, when in additive loading mode, the tween to use to fade on entry
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[Tooltip("when in additive loading mode, when in additive loading mode, the tween to use to fade on entry")]
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public MMTweenType EntryFadeTween = null;
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/// when in additive loading mode, the tween to use to fade on exit
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[Tooltip("when in additive loading mode, the tween to use to fade on exit")]
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public MMTweenType ExitFadeTween = null;
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/// when in additive loading mode, the speed at which the loader's progress bar should move
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[Tooltip("when in additive loading mode, the speed at which the loader's progress bar should move")]
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public float ProgressBarSpeed = 5f;
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/// when in additive loading mode, the selective additive fade mode
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[Tooltip("when in additive loading mode, the selective additive fade mode")]
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public MMAdditiveSceneLoadingManager.FadeModes FadeMode = MMAdditiveSceneLoadingManager.FadeModes.FadeInThenOut;
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}
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/// <summary>
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/// A class to load scenes using a loading screen instead of just the default API
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/// This is a new version of the classic LoadingSceneManager (now renamed to MMSceneLoadingManager for consistency)
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/// </summary>
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public class MMAdditiveSceneLoadingManager : MonoBehaviour
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{
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/// The possible orders in which to play fades (depends on the fade you've set in your loading screen
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public enum FadeModes { FadeInThenOut, FadeOutThenIn }
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[Header("Audio Listener")]
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public AudioListener LoadingAudioListener;
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[Header("Settings")]
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/// the ID on which to trigger a fade, has to match the ID on the fader in your scene
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[Tooltip("the ID on which to trigger a fade, has to match the ID on the fader in your scene")]
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public int FaderID = 500;
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/// whether or not to output debug messages to the console
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[Tooltip("whether or not to output debug messages to the console")]
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public bool DebugMode = false;
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[Header("Progress Events")]
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/// an event used to update progress
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[Tooltip("an event used to update progress")]
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public ProgressEvent SetRealtimeProgressValue;
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/// an event used to update progress with interpolation
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[Tooltip("an event used to update progress with interpolation")]
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public ProgressEvent SetInterpolatedProgressValue;
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[Header("State Events")]
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/// an event that will be invoked when the load starts
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[Tooltip("an event that will be invoked when the load starts")]
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public UnityEvent OnLoadStarted;
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/// an event that will be invoked when the delay before the entry fade starts
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[Tooltip("an event that will be invoked when the delay before the entry fade starts")]
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public UnityEvent OnBeforeEntryFade;
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/// an event that will be invoked when the entry fade starts
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[Tooltip("an event that will be invoked when the entry fade starts")]
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public UnityEvent OnEntryFade;
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/// an event that will be invoked when the delay after the entry fade starts
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[Tooltip("an event that will be invoked when the delay after the entry fade starts")]
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public UnityEvent OnAfterEntryFade;
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/// an event that will be invoked when the origin scene gets unloaded
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[Tooltip("an event that will be invoked when the origin scene gets unloaded")]
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public UnityEvent OnUnloadOriginScene;
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/// an event that will be invoked when the destination scene starts loading
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[Tooltip("an event that will be invoked when the destination scene starts loading")]
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public UnityEvent OnLoadDestinationScene;
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/// an event that will be invoked when the load of the destination scene is complete
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[Tooltip("an event that will be invoked when the load of the destination scene is complete")]
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public UnityEvent OnLoadProgressComplete;
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/// an event that will be invoked when the interpolated load of the destination scene is complete
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[Tooltip("an event that will be invoked when the interpolated load of the destination scene is complete")]
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public UnityEvent OnInterpolatedLoadProgressComplete;
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/// an event that will be invoked when the delay before the exit fade starts
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[Tooltip("an event that will be invoked when the delay before the exit fade starts")]
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public UnityEvent OnBeforeExitFade;
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/// an event that will be invoked when the exit fade starts
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[Tooltip("an event that will be invoked when the exit fade starts")]
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public UnityEvent OnExitFade;
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/// an event that will be invoked when the destination scene gets activated
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[Tooltip("an event that will be invoked when the destination scene gets activated")]
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public UnityEvent OnDestinationSceneActivation;
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/// an event that will be invoked when the scene loader gets unloaded
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[Tooltip("an event that will be invoked when the scene loader gets unloaded")]
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public UnityEvent OnUnloadSceneLoader;
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/// an event that will be invoked when the whole transition is complete
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[Tooltip("an event that will be invoked when the whole transition is complete")]
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public UnityEvent OnLoadTransitionComplete;
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protected static bool _interpolateProgress;
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protected static float _progressInterpolationSpeed;
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protected static float _beforeEntryFadeDelay;
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protected static MMTweenType _entryFadeTween;
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protected static float _entryFadeDuration;
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protected static float _afterEntryFadeDelay;
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protected static float _beforeExitFadeDelay;
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protected static MMTweenType _exitFadeTween;
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protected static float _exitFadeDuration;
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protected static FadeModes _fadeMode;
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protected static string _sceneToLoadName = "";
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protected static string _loadingScreenSceneName;
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protected static List<string> _scenesInBuild;
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protected static Scene[] _initialScenes;
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protected float _loadProgress = 0f;
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protected float _interpolatedLoadProgress;
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protected static bool _loadingInProgress = false;
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protected AsyncOperation _unloadOriginAsyncOperation;
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protected AsyncOperation _loadDestinationAsyncOperation;
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protected AsyncOperation _unloadLoadingAsyncOperation;
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protected bool _setRealtimeProgressValueIsNull;
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protected bool _setInterpolatedProgressValueIsNull;
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protected const float _asyncProgressLimit = 0.9f;
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/// <summary>
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/// Call this static method to load a scene from anywhere (packed settings signature)
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/// </summary>
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/// <param name="sceneToLoadName"></param>
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/// <param name="settings"></param>
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public static void LoadScene(string sceneToLoadName, MMAdditiveSceneLoadingManagerSettings settings)
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{
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LoadScene(sceneToLoadName, settings.LoadingSceneName, settings.ThreadPriority, settings.SecureLoad, settings.InterpolateProgress,
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settings.BeforeEntryFadeDelay, settings.EntryFadeDuration, settings.AfterEntryFadeDelay, settings.BeforeExitFadeDelay,
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settings.ExitFadeDuration, settings.EntryFadeTween, settings.ExitFadeTween, settings.ProgressBarSpeed, settings.FadeMode);
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}
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/// <summary>
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/// Call this static method to load a scene from anywhere
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/// </summary>
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/// <param name="sceneToLoadName">Level name.</param>
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public static void LoadScene(string sceneToLoadName, string loadingSceneName = "MMAdditiveLoadingScreen",
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ThreadPriority threadPriority = ThreadPriority.High, bool secureLoad = true,
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bool interpolateProgress = true,
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float beforeEntryFadeDelay = 0f,
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float entryFadeDuration = 0.25f,
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float afterEntryFadeDelay = 0.1f,
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float beforeExitFadeDelay = 0.25f,
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float exitFadeDuration = 0.2f,
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MMTweenType entryFadeTween = null, MMTweenType exitFadeTween = null,
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float progressBarSpeed = 5f,
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FadeModes fadeMode = FadeModes.FadeInThenOut)
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{
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if (_loadingInProgress)
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{
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Debug.LogError("MMLoadingSceneManagerAdditive : a request to load a new scene was emitted while a scene load was already in progress");
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return;
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}
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if (entryFadeTween == null)
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{
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entryFadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic);
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}
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if (exitFadeTween == null)
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{
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exitFadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic);
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}
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if (secureLoad)
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{
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_scenesInBuild = MMScene.GetScenesInBuild();
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if (!_scenesInBuild.Contains(sceneToLoadName))
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{
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Debug.LogError("MMLoadingSceneManagerAdditive : impossible to load the '"+sceneToLoadName+"' scene, " +
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"there is no such scene in the project's build settings.");
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return;
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}
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if (!_scenesInBuild.Contains(loadingSceneName))
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{
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Debug.LogError("MMLoadingSceneManagerAdditive : impossible to load the '"+loadingSceneName+"' scene, " +
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"there is no such scene in the project's build settings.");
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return;
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}
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}
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_loadingInProgress = true;
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_initialScenes = MMScene.GetLoadedScenes();
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Application.backgroundLoadingPriority = threadPriority;
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_sceneToLoadName = sceneToLoadName;
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_loadingScreenSceneName = loadingSceneName;
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_beforeEntryFadeDelay = beforeEntryFadeDelay;
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_entryFadeDuration = entryFadeDuration;
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_entryFadeTween = entryFadeTween;
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_afterEntryFadeDelay = afterEntryFadeDelay;
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_progressInterpolationSpeed = progressBarSpeed;
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_beforeExitFadeDelay = beforeExitFadeDelay;
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_exitFadeDuration = exitFadeDuration;
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_exitFadeTween = exitFadeTween;
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_fadeMode = fadeMode;
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_interpolateProgress = interpolateProgress;
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SceneManager.LoadScene(_loadingScreenSceneName, LoadSceneMode.Additive);
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}
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/// <summary>
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/// On Start(), we start loading the new level asynchronously
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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}
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/// <summary>
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/// Initializes timescale, computes null checks, and starts the load sequence
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/// </summary>
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protected virtual void Initialization()
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initialization");
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if (DebugMode)
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{
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foreach (Scene scene in _initialScenes)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initial scene : " + scene.name);
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}
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}
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_setRealtimeProgressValueIsNull = SetRealtimeProgressValue == null;
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_setInterpolatedProgressValueIsNull = SetInterpolatedProgressValue == null;
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Time.timeScale = 1f;
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if ((_sceneToLoadName == "") || (_loadingScreenSceneName == ""))
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{
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return;
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}
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StartCoroutine(LoadSequence());
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}
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/// <summary>
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/// Every frame, we fill the bar smoothly according to loading progress
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/// </summary>
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protected virtual void Update()
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{
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UpdateProgress();
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}
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/// <summary>
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/// Sends progress value via UnityEvents
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/// </summary>
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protected virtual void UpdateProgress()
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{
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if (!_setRealtimeProgressValueIsNull)
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{
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SetRealtimeProgressValue.Invoke(_loadProgress);
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}
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if (_interpolateProgress)
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{
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_interpolatedLoadProgress = MMMaths.Approach(_interpolatedLoadProgress, _loadProgress, Time.deltaTime * _progressInterpolationSpeed);
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if (!_setInterpolatedProgressValueIsNull)
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{
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SetInterpolatedProgressValue.Invoke(_interpolatedLoadProgress);
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}
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}
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else
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{
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SetInterpolatedProgressValue.Invoke(_loadProgress);
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}
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}
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/// <summary>
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/// Loads the scene to load asynchronously.
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/// </summary>
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protected virtual IEnumerator LoadSequence()
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{
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InitiateLoad();
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yield return ProcessDelayBeforeEntryFade();
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yield return EntryFade();
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yield return ProcessDelayAfterEntryFade();
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yield return UnloadOriginScenes();
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yield return LoadDestinationScene();
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yield return ProcessDelayBeforeExitFade();
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yield return DestinationSceneActivation();
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yield return ExitFade();
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yield return UnloadSceneLoader();
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LoadTransitionComplete();
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}
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/// <summary>
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/// Initializes counters and timescale
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/// </summary>
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protected virtual void InitiateLoad()
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{
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_loadProgress = 0f;
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_interpolatedLoadProgress = 0f;
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Time.timeScale = 1f;
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SetAudioListener(false);
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initiate Load");
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadStarted);
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OnLoadStarted?.Invoke();
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}
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/// <summary>
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/// Waits for the specified BeforeEntryFadeDelay duration
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator ProcessDelayBeforeEntryFade()
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{
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if (_beforeEntryFadeDelay > 0f)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay before entry fade, duration : " + _beforeEntryFadeDelay);
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.BeforeEntryFade);
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OnBeforeEntryFade?.Invoke();
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yield return MMCoroutine.WaitFor(_beforeEntryFadeDelay);
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}
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}
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/// <summary>
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/// Calls a fader on entry
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator EntryFade()
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{
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if (_entryFadeDuration > 0f)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : entry fade, duration : " + _entryFadeDuration);
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.EntryFade);
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OnEntryFade?.Invoke();
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if (_fadeMode == FadeModes.FadeOutThenIn)
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{
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yield return null;
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MMFadeOutEvent.Trigger(_entryFadeDuration, _entryFadeTween, FaderID, true);
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}
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else
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{
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yield return null;
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MMFadeInEvent.Trigger(_entryFadeDuration, _entryFadeTween, FaderID, true);
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}
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yield return MMCoroutine.WaitFor(_entryFadeDuration);
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}
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}
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/// <summary>
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/// Waits for the specified AfterEntryFadeDelay
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator ProcessDelayAfterEntryFade()
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{
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if (_afterEntryFadeDelay > 0f)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay after entry fade, duration : " + _afterEntryFadeDelay);
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.AfterEntryFade);
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OnAfterEntryFade?.Invoke();
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yield return MMCoroutine.WaitFor(_afterEntryFadeDelay);
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}
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}
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/// <summary>
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/// Unloads the original scene(s) and waits for the unload to complete
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator UnloadOriginScenes()
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{
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foreach (Scene scene in _initialScenes)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : unload scene " + scene.name);
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.UnloadOriginScene);
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OnUnloadOriginScene?.Invoke();
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_unloadOriginAsyncOperation = SceneManager.UnloadSceneAsync(scene);
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SetAudioListener(true);
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while (_unloadOriginAsyncOperation.progress < _asyncProgressLimit)
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{
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yield return null;
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}
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}
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}
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/// <summary>
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/// Loads the destination scene
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator LoadDestinationScene()
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : load destination scene");
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadDestinationScene);
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OnLoadDestinationScene?.Invoke();
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_loadDestinationAsyncOperation = SceneManager.LoadSceneAsync(_sceneToLoadName, LoadSceneMode.Additive );
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_loadDestinationAsyncOperation.completed += OnLoadOperationComplete;
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_loadDestinationAsyncOperation.allowSceneActivation = false;
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while (_loadDestinationAsyncOperation.progress < _asyncProgressLimit)
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{
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_loadProgress = _loadDestinationAsyncOperation.progress;
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yield return null;
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}
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : load progress complete");
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadProgressComplete);
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OnLoadProgressComplete?.Invoke();
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// when the load is close to the end (it'll never reach it), we set it to 100%
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_loadProgress = 1f;
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// we wait for the bar to be visually filled to continue
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if (_interpolateProgress)
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{
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while (_interpolatedLoadProgress < 1f)
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{
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yield return null;
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}
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}
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : interpolated load complete");
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.InterpolatedLoadProgressComplete);
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OnInterpolatedLoadProgressComplete?.Invoke();
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}
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/// <summary>
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/// Waits for BeforeExitFadeDelay seconds
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator ProcessDelayBeforeExitFade()
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{
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if (_beforeExitFadeDelay > 0f)
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{
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MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay before exit fade, duration : " + _beforeExitFadeDelay);
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MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.BeforeExitFade);
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OnBeforeExitFade?.Invoke();
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yield return MMCoroutine.WaitFor(_beforeExitFadeDelay);
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}
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}
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/// <summary>
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/// Requests a fade on exit
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/// </summary>
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/// <returns></returns>
|
|
protected virtual IEnumerator ExitFade()
|
|
{
|
|
SetAudioListener(false);
|
|
if (_exitFadeDuration > 0f)
|
|
{
|
|
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : exit fade, duration : " + _exitFadeDuration);
|
|
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.ExitFade);
|
|
OnExitFade?.Invoke();
|
|
|
|
if (_fadeMode == FadeModes.FadeOutThenIn)
|
|
{
|
|
MMFadeInEvent.Trigger(_exitFadeDuration, _exitFadeTween, FaderID, true);
|
|
}
|
|
else
|
|
{
|
|
MMFadeOutEvent.Trigger(_exitFadeDuration, _exitFadeTween, FaderID, true);
|
|
}
|
|
yield return MMCoroutine.WaitFor(_exitFadeDuration);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the destination scene
|
|
/// </summary>
|
|
protected virtual IEnumerator DestinationSceneActivation()
|
|
{
|
|
yield return MMCoroutine.WaitForFrames(1);
|
|
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : activating destination scene");
|
|
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.DestinationSceneActivation);
|
|
OnDestinationSceneActivation?.Invoke();
|
|
_loadDestinationAsyncOperation.allowSceneActivation = true;
|
|
while (_loadDestinationAsyncOperation.progress < 1.0f)
|
|
{
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A method triggered when the async operation completes
|
|
/// </summary>
|
|
/// <param name="obj"></param>
|
|
protected virtual void OnLoadOperationComplete(AsyncOperation obj)
|
|
{
|
|
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_sceneToLoadName));
|
|
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : set active scene to " + _sceneToLoadName);
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unloads the scene loader
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected virtual IEnumerator UnloadSceneLoader()
|
|
{
|
|
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : unloading scene loader");
|
|
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.UnloadSceneLoader);
|
|
OnUnloadSceneLoader?.Invoke();
|
|
|
|
yield return null; // mandatory yield to avoid an unjustified warning
|
|
_unloadLoadingAsyncOperation = SceneManager.UnloadSceneAsync(_loadingScreenSceneName);
|
|
while (_unloadLoadingAsyncOperation.progress < _asyncProgressLimit)
|
|
{
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Completes the transition
|
|
/// </summary>
|
|
protected virtual void LoadTransitionComplete()
|
|
{
|
|
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : load transition complete");
|
|
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadTransitionComplete);
|
|
OnLoadTransitionComplete?.Invoke();
|
|
|
|
_loadingInProgress = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Turns the loading audio listener on or off
|
|
/// </summary>
|
|
/// <param name="state"></param>
|
|
protected virtual void SetAudioListener(bool state)
|
|
{
|
|
if (LoadingAudioListener != null)
|
|
{
|
|
//LoadingAudioListener.gameObject.SetActive(state);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// On Destroy we reset our state
|
|
/// </summary>
|
|
protected virtual void OnDestroy()
|
|
{
|
|
_loadingInProgress = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// A debug method used to output console messages, for this class only
|
|
/// </summary>
|
|
/// <param name="message"></param>
|
|
protected virtual void MMLoadingSceneDebug(string message)
|
|
{
|
|
if (!DebugMode)
|
|
{
|
|
return;
|
|
}
|
|
|
|
string output = "";
|
|
output += "<color=#82d3f9>[" + Time.frameCount + "]</color> ";
|
|
output += "<color=#f9a682>[" + MMTime.FloatToTimeString(Time.time, false, true, true, true) + "]</color> ";
|
|
output += message;
|
|
Debug.Log(output);
|
|
}
|
|
}
|
|
} |