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