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Refactored the whole cold startup mechanism

/main
Ciro Continisio 4 年前
当前提交
0509be25
共有 9 个文件被更改,包括 166 次插入140 次删除
  1. 5
      UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab
  2. 16
      UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
  3. 115
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  4. 10
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs
  5. 50
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  6. 3
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs.meta
  7. 83
      UOP1_Project/ProjectSettings/ProjectSettings.asset
  8. 16
      UOP1_Project/Assets/ScriptableObjects/EventChannels/ColdStartup_Channel.asset
  9. 8
      UOP1_Project/Assets/ScriptableObjects/EventChannels/ColdStartup_Channel.asset.meta

5
UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab


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16
UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity


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115
UOP1_Project/Assets/Scenes/Menus/MainMenu.unity


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10
UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs


#if UNITY_EDITOR
[SerializeField] private GameSceneSO _thisSceneSO = default;
[SerializeField] private GameSceneSO _persistentManagersSO = default;
[SerializeField] private AssetReference _loadSceneEventChannel = default;
[SerializeField] private AssetReference _notifyColdStartupChannel = default;
private void Start()
{

private void LoadEventChannel(AsyncOperationHandle<SceneInstance> obj)
{
_loadSceneEventChannel.LoadAssetAsync<LoadEventChannelSO>().Completed += ReloadScene;
_notifyColdStartupChannel.LoadAssetAsync<LoadEventChannelSO>().Completed += OnNotifyChannelLoaded;
private void ReloadScene(AsyncOperationHandle<LoadEventChannelSO> obj)
private void OnNotifyChannelLoaded(AsyncOperationHandle<LoadEventChannelSO> obj)
LoadEventChannelSO loadEventChannelSO = (LoadEventChannelSO)_loadSceneEventChannel.Asset;
LoadEventChannelSO loadEventChannelSO = (LoadEventChannelSO)_notifyColdStartupChannel.Asset;
SceneManager.UnloadSceneAsync(_thisSceneSO.sceneReference.editorAsset.name);
}
#endif
}

50
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


[Header("Load Events")]
[SerializeField] private LoadEventChannelSO _loadLocation = default;
[SerializeField] private LoadEventChannelSO _loadMenu = default;
[SerializeField] private LoadEventChannelSO _coldStartupLocation = default;
[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _toggleLoadingScreen = default;

{
_loadLocation.OnLoadingRequested += LoadLocation;
_loadMenu.OnLoadingRequested += LoadMenu;
#if UNITY_EDITOR
_coldStartupLocation.OnLoadingRequested += LocationColdStartup;
#endif
}
private void OnDisable()

#if UNITY_EDITOR
_coldStartupLocation.OnLoadingRequested -= LocationColdStartup;
#endif
#if UNITY_EDITOR
/// <summary>
/// This special loading function is only used in the editor, when the developer presses Play in a Location scene, without passing by Initialisation.
/// </summary>
private void LocationColdStartup(GameSceneSO currentlyOpenedLocation, bool showLoadingScreen)
{
_currentlyLoadedScene = currentlyOpenedLocation;
//Gameplay managers is loaded synchronously
_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
_gameplayManagerLoadingOpHandle.WaitForCompletion();
_gameplayManagerSceneInstance = _gameplayManagerLoadingOpHandle.Result;
StartGameplay();
}
#endif
/// <summary>
/// This function loads the location scenes passed as array parameter
/// </summary>

}
/// <summary>
/// In both Location and Menu loading, this function takes care of removing previously loaded temporary scenes.
/// In both Location and Menu loading, this function takes care of removing previously loaded scenes.
if(_currentlyLoadedScene != null)
_currentlyLoadedScene.sceneReference.UnLoadScene();
if(_currentlyLoadedScene != null) //would be null if the game was started in Initialisation
{
if(_currentlyLoadedScene.sceneReference.OperationHandle.IsValid())
{
//Unload the scene through its AssetReference, i.e. through the Addressable system
_currentlyLoadedScene.sceneReference.UnLoadScene();
}
#if UNITY_EDITOR
else
{
//Only used when, after a "cold start", the player moves to a new scene
//Since the AsyncOperationHandle has not been used (the scene was already open in the editor),
//the scene needs to be unloaded using regular SceneManager instead of as an Addressable
SceneManager.UnloadSceneAsync(_currentlyLoadedScene.sceneReference.editorAsset.name);
}
#endif
}
LoadNewScene();
}

LightProbes.TetrahedralizeAsync();
StartGameplay();
}
private void StartGameplay()
{
_onSceneReady.RaiseEvent(); //Spawn system will spawn the PigChef
}

3
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs.meta


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83
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