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405 行
9.7 KiB
405 行
9.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class SampleLoader : MonoBehaviour
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{
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public static SampleLoader instance;
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[Header("Loading")]
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public Image FullScreenBlack;
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public Text SceneNameText;
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public string ChangeButtonName = "Submit";
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[Header("Scene Loading")]
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[Min(0.002f)]
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public float fadeDuration = 2.0f;
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[Header("Scene Loading")]
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public Toggle DemoModeToggle;
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public float DemoModeSceneChangeDuration = 20.0f;
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public GameObject DemoModeProgressBG;
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public RectTransform DemoModeProgressBar;
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[Header("Menu")]
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public KeyCode MenuToggleKey = KeyCode.Escape;
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public RectTransform MenuTransform;
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public Button OpenMenuButton;
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public Button CloseMenuButton;
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[Header("Load Scene Window")]
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public GameObject LoadSceneWindowRoot;
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[Header("Options Window")]
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public GameObject OptionsWindowRoot;
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[Header("FPS Counter")]
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public GameObject DebugRoot;
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public Text FramerateText;
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public Text MillisecondText;
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public Toggle FPSCounterToggle;
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[Header("Screenshot")]
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public KeyCode ScreenshotCode = KeyCode.F10;
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int currentScene = 0;
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bool m_Fading;
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bool m_Loading;
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float m_FadeTTL;
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public event MenuOpenDelegate onMenuToggle;
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public delegate void MenuOpenDelegate(bool isOpen);
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void Start()
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{
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if (SceneManager.sceneCountInBuildSettings > 1)
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StartCoroutine(LoadScene(0));
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SetFPSVisible(false);
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SetMenuVisible(false);
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SetLoadSceneWindowVisible(false);
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SetOptionsWindowVisible(false);
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SetDemoMode(true);
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instance = this;
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}
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#region FPS COUNTER
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void UpdateDebug()
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{
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if (FramerateText == null)
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return;
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float s = GetSmoothDeltaTime();
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FramerateText.text = (1.0f / s).ToString("F1");
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if (MillisecondText == null)
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return;
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MillisecondText.text = (s * 1000).ToString("F2");
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}
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Queue<float> deltaTimeSamples = new Queue<float>();
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const float smoothDeltaTimePeriod = 0.5f;
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float GetSmoothDeltaTime()
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{
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float time = Time.unscaledTime;
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deltaTimeSamples.Enqueue(time);
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if(deltaTimeSamples.Count > 1)
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{
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float startTime = deltaTimeSamples.Peek();
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float delta = time - startTime;
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float smoothDelta = delta / deltaTimeSamples.Count;
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if (delta > smoothDeltaTimePeriod)
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deltaTimeSamples.Dequeue();
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return smoothDelta;
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}
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else
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return Time.unscaledDeltaTime;
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}
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bool m_FPSVisible = false;
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public void SetFPSVisible(bool visible)
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{
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DebugRoot.SetActive(visible);
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m_FPSVisible = visible;
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FPSCounterToggle.isOn = visible;
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}
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public void MenuToggleFPSCounter()
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{
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SetFPSVisible(FPSCounterToggle.isOn);
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}
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#endregion
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#region MENU
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bool m_MenuVisible = false;
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public void SetMenuVisible(bool visible)
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{
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if(visible)
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{
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if(m_LoadSceneWindowVisible)
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SetLoadSceneWindowVisible(false);
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if (m_OptionsWindowVisible)
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SetOptionsWindowVisible(false);
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OpenMenuButton.gameObject.SetActive(false);
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MenuTransform.anchoredPosition = new Vector3(0, 0, 0);
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}
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else
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{
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OpenMenuButton.gameObject.SetActive(true);
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MenuTransform.anchoredPosition = new Vector3(MenuTransform.sizeDelta.x, 0, 0);
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}
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if(m_MenuVisible != visible)
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{
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m_MenuVisible = visible;
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if(onMenuToggle != null)
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onMenuToggle.Invoke(visible);
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}
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}
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public void ExitApplication()
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{
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Application.Quit();
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}
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#endregion
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#region DEMO MODE
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bool m_DemoMode = false;
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public void SetDemoMode(bool value)
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{
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m_DemoMode = value;
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DemoModeToggle.isOn = value;
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DemoModeProgressBG.SetActive(value);
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if (value)
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m_FadeTTL = DemoModeSceneChangeDuration;
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}
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public void MenuToggleDemoMode()
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{
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SetDemoMode(DemoModeToggle.isOn);
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}
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public void UpdateDemoMode()
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{
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// Pauses the demo mode when in the menu
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if (m_MenuVisible || m_LoadSceneWindowVisible || m_Loading || m_Fading)
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return;
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m_FadeTTL -= Time.unscaledDeltaTime;
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DemoModeProgressBar.localScale = new Vector3(1.0f - (m_FadeTTL / DemoModeSceneChangeDuration),1,1);
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if (Input.anyKey || Input.GetAxis("Horizontal") != 0.0f || Input.GetAxis("Vertical") != 0.0f)
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m_FadeTTL = DemoModeSceneChangeDuration;
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if (!m_Loading && m_FadeTTL < 0.0f)
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NextScene();
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}
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#endregion
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#region LOAD SAMPLE WINDOW
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bool m_LoadSceneWindowVisible = true;
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public void SetLoadSceneWindowVisible(bool value)
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{
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if (m_LoadSceneWindowVisible != value)
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{
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if (value)
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{
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SetOptionsWindowVisible(false);
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SetMenuVisible(false);
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}
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LoadSceneWindowRoot.SetActive(value);
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m_LoadSceneWindowVisible = value;
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if (onMenuToggle != null)
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onMenuToggle.Invoke(value);
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}
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}
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public void MenuLoadScene(int index)
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{
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SetLoadSceneWindowVisible(false);
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if(index >= 0)
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SwitchToScene(index);
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}
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#endregion
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#region OPTIONS WINDOW
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bool m_OptionsWindowVisible = true;
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public void SetOptionsWindowVisible(bool value)
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{
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if (m_OptionsWindowVisible != value)
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{
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if (value)
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{
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SetMenuVisible(false);
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SetLoadSceneWindowVisible(false);
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}
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OptionsWindowRoot.SetActive(value);
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m_OptionsWindowVisible = value;
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if (onMenuToggle != null)
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onMenuToggle.Invoke(value);
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}
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}
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#endregion
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void Update()
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{
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if (Input.GetKeyDown(MenuToggleKey))
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{
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SetLoadSceneWindowVisible(false);
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SetMenuVisible(!m_MenuVisible);
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}
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if (Input.GetKeyDown(KeyCode.F12))
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SetFPSVisible(!m_FPSVisible);
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if (Input.GetKeyDown(KeyCode.F11))
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SetDemoMode(!m_DemoMode);
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if (Input.GetKeyDown(KeyCode.F10))
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{
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var now = System.DateTime.Now;
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string filename = $"VisualEffectGraph-Samples-{SceneManager.GetSceneAt(1).name}-{now.Year}{now.Month.ToString("D2")}{now.Day.ToString("D2")}{now.Hour.ToString("D2")}{now.Minute.ToString("D2")}{now.Second.ToString("D2")}.png";
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Debug.Log($"Captured Screenshot to : {filename}");
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ScreenCapture.CaptureScreenshot(filename);
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}
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UpdateDebug();
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if(m_DemoMode)
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UpdateDemoMode();
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if ((Input.GetButton(ChangeButtonName) || Input.touchCount != 0))
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{
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NextScene();
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}
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}
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#region SCENE LOADING
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public void NextScene()
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{
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if (m_Loading || m_Fading)
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return;
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int previous = currentScene;
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currentScene = (currentScene + 1) % (SceneManager.sceneCountInBuildSettings - 1);
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if (currentScene != previous)
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StartCoroutine(LoadScene(previous, currentScene));
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}
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void SwitchToScene(int index)
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{
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int previous = currentScene;
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if(index != previous)
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StartCoroutine(LoadScene(previous, index));
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currentScene = index;
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}
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IEnumerator LoadScene(params int[] scene)
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{
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m_Loading = true;
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int sceneToUnload = -1, sceneToLoad;
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if(scene.Length == 1)
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{
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sceneToLoad = scene[0];
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}
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else
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{
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sceneToUnload = scene[0];
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sceneToLoad = scene[1];
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}
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if(scene.Length == 2) // Need to unload
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{
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StartCoroutine(FadeInCoroutine());
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while (m_Fading)
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yield return new WaitForEndOfFrame();
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AsyncOperation unload = SceneManager.UnloadSceneAsync(sceneToUnload+1);
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while (!unload.isDone)
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yield return new WaitForEndOfFrame();
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}
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// Disable menu / load window
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SetMenuVisible(false);
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SetLoadSceneWindowVisible(false);
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SceneNameText.text = "";
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AsyncOperation load = SceneManager.LoadSceneAsync(sceneToLoad+1, LoadSceneMode.Additive);
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while (!load.isDone)
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yield return new WaitForEndOfFrame();
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SceneNameText.text = SceneManager.GetSceneAt(1).name;
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StartCoroutine(FadeOutCoroutine());
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while (m_Fading)
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yield return new WaitForEndOfFrame();
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m_Loading = false;
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m_FadeTTL = DemoModeSceneChangeDuration;
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yield return null;
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}
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IEnumerator FadeInCoroutine()
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{
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m_Fading = true;
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float alpha = 0.0f;
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while(alpha <= 1.0f)
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{
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alpha += Time.unscaledDeltaTime / fadeDuration;
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var color = FullScreenBlack.color;
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color.a = Mathf.Clamp01(alpha);
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FullScreenBlack.color = color;
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yield return new WaitForEndOfFrame();
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}
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m_Fading = false;
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yield return null;
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}
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IEnumerator FadeOutCoroutine()
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{
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m_Fading = true;
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float alpha = 1.0f;
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while (alpha >= 0.0f)
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{
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alpha -= Time.unscaledDeltaTime / fadeDuration;
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var color = FullScreenBlack.color;
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color.a = Mathf.Clamp01(alpha);
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FullScreenBlack.color = color;
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yield return new WaitForEndOfFrame();
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}
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m_Fading = false;
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yield return null;
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}
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#endregion
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}
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