using System.Collections; using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; using UnityEngine.SceneManagement; using System.Linq; namespace GameplayIngredients.LevelStreaming { [ManagerDefaultPrefab("LevelStreamingManager")] public class LevelStreamingManager : Manager { public enum StreamingAction { Load, Unload } [Header("UI Configuration")] public GameObject LoadingRoot; public GameObject ProgressBar; public GameObject ProgressBarContainer; public Text LoadingText; public Text PercentageText; [Header("Behavior")] [Min(0.0f)] public float DelayBeforeLoad = 0.0f; [Min(0.0f)] public float DelayAfterLoad = 0.0f; [Header("Debug")] public Text DebugText; public bool EnableDebug = false; private float[] percentages; private AsyncOperation[] asyncOperations; public void LoadScenes(StreamingAction action, string[] scenes, string sceneToActivate, bool showUI, Callable[] onLoadComplete) { if (EnableDebug) DebugText.gameObject.SetActive(true); List requiredScenes = new List(); foreach (string scene in scenes) { if ( (SceneManager.GetSceneByName(scene).isLoaded && action == StreamingAction.Unload) || (!SceneManager.GetSceneByName(scene).isLoaded && action == StreamingAction.Load) ) { requiredScenes.Add(scene); } } int count = requiredScenes.Count; percentages = new float[count]; asyncOperations = new AsyncOperation[count]; if (showUI) LoadingRoot.SetActive(true); if (count > 0) StartCoroutine(LoadScenesCoroutine(action, requiredScenes, sceneToActivate, showUI, onLoadComplete)); else { Debug.LogWarning("Did not find any candidates to load or unload..."); if (onLoadComplete != null) Callable.Call(onLoadComplete); if (showUI) LoadingRoot.SetActive(false); if (EnableDebug) DebugText.gameObject.SetActive(false); } } IEnumerator LoadScenesCoroutine(StreamingAction action, List scenes, string sceneToActivate, bool showUI, Callable[] onLoadComplete) { LogDebugInformation("START LOAD/UNLOAD FOR LEVELS..."); SetProgressBar(0.0f, true); yield return new WaitForEndOfFrame(); if(DelayBeforeLoad >= 0.0f) yield return new WaitForSeconds(DelayBeforeLoad); switch (action) { case StreamingAction.Load: LogDebugInformation("[*] ASYNC LOAD FOR: " + scenes); StartCoroutine(LoadLevelCoroutine(scenes)); break; case StreamingAction.Unload: LogDebugInformation("[*] ASYNC UNLOAD FOR: " + scenes); StartCoroutine(UnloadLevelCoroutine(scenes)); break; default: throw new NotImplementedException("LoadScenesCoroutine does not handle mode " + action.ToString()); } // Wait for all scenes to be loaded while (asyncOperations.Any(a => !a.isDone)) yield return new WaitForEndOfFrame(); // Then change active scene if (sceneToActivate != "") { var newActive = SceneManager.GetSceneByName(sceneToActivate); SceneManager.SetActiveScene(newActive); yield return new WaitForEndOfFrame(); } if(DelayAfterLoad >= 0.0f) { SetProgressBar(1.0f, true); yield return new WaitForSeconds(DelayAfterLoad); } if (onLoadComplete != null) Callable.Call(onLoadComplete); if (showUI) LoadingRoot.SetActive(false); if (EnableDebug) DebugText.gameObject.SetActive(false); } void UpdatePercentage() { for (int i = 0; i < asyncOperations.Length; i++) percentages[i] = asyncOperations[i].progress; float percentage = percentages.Sum() / percentages.Length; SetProgressBar(percentage); } private IEnumerator LoadLevelCoroutine(List sceneNames) { for (int i = 0; i < sceneNames.Count; i++) { asyncOperations[i] = SceneManager.LoadSceneAsync(sceneNames[i], LoadSceneMode.Additive); asyncOperations[i].allowSceneActivation = false; } LoadingText.text = "Loading..."; while (asyncOperations.Any(a => a.progress < 0.9f)) { UpdatePercentage(); yield return new WaitForEndOfFrame(); } // Activate scenes foreach (var a in asyncOperations) a.allowSceneActivation = true; LoadingText.text = "Starting..."; LogDebugInformation("All scenes loaded"); while (asyncOperations.Any(a => !a.isDone)) { UpdatePercentage(); yield return new WaitForEndOfFrame(); } LogDebugInformation("All scenes activated"); } private IEnumerator UnloadLevelCoroutine(List sceneNames) { for (int i = 0; i < sceneNames.Count; i++) { if (!SceneManager.GetSceneByName(sceneNames[i]).isLoaded) { LogDebugInformation("SKIP UNLOAD: " + sceneNames + " (NOT LOADED)"); continue; } asyncOperations[i] = SceneManager.UnloadSceneAsync(sceneNames[i]); asyncOperations[i].allowSceneActivation = false; } // Remove nulls asyncOperations = asyncOperations.Where(a => a != null).ToArray(); LoadingText.text = "Unloading..."; while (asyncOperations.Any(a => a.progress < 1.0f)) { UpdatePercentage(); yield return new WaitForEndOfFrame(); } LogDebugInformation("Unloaded all scenes"); } private float m_CurrentPercentage = 0.0f; private float m_TargetPercentage = 0.0f; private void SetProgressBar(float percentage, bool direct = false) { m_TargetPercentage = percentage; if (direct) m_CurrentPercentage = m_TargetPercentage; } public void Update() { // Smoothen bar m_CurrentPercentage = Mathf.Lerp(m_CurrentPercentage, m_TargetPercentage, 10 * Time.deltaTime); // Update UI PercentageText.text = ((int)(m_CurrentPercentage * 100)) + "%"; Vector2 size = ProgressBar.GetComponent().sizeDelta; size.x = m_CurrentPercentage * ProgressBarContainer.GetComponent().sizeDelta.x; ProgressBar.GetComponent().sizeDelta = size; //Debug if (EnableDebug) { var sb = new System.Text.StringBuilder(); int count = SceneManager.sceneCount; for (int i = 0; i < count; i++) { var s = SceneManager.GetSceneAt(i); sb.AppendLine(string.Format("{0} : {1}", s.name, s.isLoaded ? "loaded" : "unloaded")); } DebugText.text = sb.ToString(); } } private void LogDebugInformation(string text) { if(EnableDebug) Debug.Log(text); } } }