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