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