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using QFSW.QC ;
using System.Collections ;
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using System.Collections.Generic ;
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using System.Linq ;
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using UnityEngine ;
using UnityEngine.SceneManagement ;
namespace BNG {
public class SceneLoader : MonoBehaviour {
[Tooltip("If true, the ScreenFader component will fade the screen to black before loading a level.")]
public bool UseSceenFader = true ;
[Tooltip("Wait this long in seconds before attempting to load the scene. Useful if you need to fade the screen out before attempting to load the level.")]
public float ScreenFadeTime = 0.5f ;
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public List < string > AllMapsLevelNames = new List < string > ( ) ;
private const string KEY = "all_maps" ;
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ScreenFader sf ;
private string _loadSceneName = string . Empty ;
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public static SceneLoader Instance ;
private void Awake ( )
{
if ( Instance = = null )
{
Instance = this ;
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DontDestroyOnLoad ( this ) ;
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}
else
{
Destroy ( gameObject ) ;
}
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}
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private void Start ( )
{
PlayerPrefs . SetInt ( KEY , 0 ) ;
}
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[ContextMenu("Debug Load Scene")]
private void DebugLoadScene ( )
{
LoadScene ( "Monument_1" ) ;
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}
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private string _sceneName ;
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public void ChangeLevel ( )
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{
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if ( PlayerPrefs . GetInt ( KEY ) = = 0 )
{
LoadScene ( "StartScene" ) ;
}
else
{
var firstPersonAfterJack = AllMapsLevelNames . SkipWhile ( p = > p ! = SceneManager . GetActiveScene ( ) . name ) . ElementAt ( 1 ) ;
LoadScene ( firstPersonAfterJack ) ;
}
}
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public void LoadScene ( string sceneName , bool allMapsMode = false )
{
_sceneName = sceneName ;
if ( allMapsMode )
{
PlayerPrefs . SetInt ( KEY , 1 ) ;
}
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StartCoroutine ( LoadAsuncScene ( ) ) ;
}
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private IEnumerator LoadAsuncScene ( )
{
var scene = SceneManager . LoadSceneAsync ( _sceneName , LoadSceneMode . Single ) ;
scene . allowSceneActivation = false ;
while ( ! scene . isDone )
{
scene . allowSceneActivation = true ;
yield return null ;
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}
}
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private int _sceneIndex = 0 ;
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private void Update ( )
{
if ( Input . GetKeyDown ( KeyCode . R ) )
{
SceneManager . LoadScene ( 0 ) ;
}
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if ( Input . GetKeyDown ( KeyCode . Equals ) )
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{
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_sceneIndex + + ;
if ( _sceneIndex > = SceneManager . sceneCountInBuildSettings )
_sceneIndex = 0 ;
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SceneManager . LoadScene ( _sceneIndex ) ;
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}
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else if ( Input . GetKeyDown ( KeyCode . Minus ) )
{
_sceneIndex - - ;
if ( _sceneIndex < 0 )
_sceneIndex = SceneManager . sceneCountInBuildSettings - 1 ;
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SceneManager . LoadScene ( _sceneIndex ) ;
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}
}
}
}