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//The load event we are listening to
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[SerializeField] private LoadEvent _loadEvent = default; |
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//List of the scenes to load and track progress
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private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>(); |
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//List of scenes to unload
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private List<Scene> _ScenesToUnload = new List<Scene>(); |
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//List of the scenes to load and track progress
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private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>(); |
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//List of scenes to unload
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private List<Scene> _ScenesToUnload = new List<Scene>(); |
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//Keep track of the scene we want to set as active (for lighting/skybox)
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private GameScene _activeScene; |
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//Unload the scenes
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UnloadScenes(); |
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} |
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} |
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public void AddScenesToUnload() |
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{ |
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if (SceneManager.sceneCount > 0) |
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{ |
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for (int i = 0; i < SceneManager.sceneCount; ++i) |
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{ |
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Scene scene = SceneManager.GetSceneAt(i); |
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if (scene.name != "ScenesLoader") |
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{ |
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Debug.Log("Added scene to unload = " + scene.name); |
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//Add the scene to the list of the scenes to unload
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_ScenesToUnload.Add(scene); |
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} |
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} |
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} |
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} |
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public void AddScenesToUnload() |
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{ |
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if (SceneManager.sceneCount > 0) |
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{ |
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for (int i = 0; i < SceneManager.sceneCount; ++i) |
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{ |
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Scene scene = SceneManager.GetSceneAt(i); |
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if (scene.name != "ScenesLoader") |
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{ |
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Debug.Log("Added scene to unload = " + scene.name); |
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//Add the scene to the list of the scenes to unload
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_ScenesToUnload.Add(scene); |
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} |
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} |
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} |
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} |
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public void UnloadScenes() |
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{ |
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/// <summary> This function update loading progress </summary>
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IEnumerator TrackLoadingProgress() |
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{ |
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float totalProgress = 0; |
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//When the scene reaches 0.9f, it means that it is loaded
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//The remaining 0.1f are for the integration
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while (totalProgress <= 0.9f) |
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{ |
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IEnumerator TrackLoadingProgress() |
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{ |
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float totalProgress = 0; |
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//When the scene reaches 0.9f, it means that it is loaded
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//The remaining 0.1f are for the integration
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while (totalProgress <= 0.9f) |
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{ |
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//Reset the progress for the new values
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totalProgress = 0; |
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//Iterate through all the scenes to load
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//the fillAmount for all scenes, so we devide the progress by the number of scenes to load
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loadingProgressBar.fillAmount = totalProgress / _scenesToLoadAsyncOperations.Count; |
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Debug.Log("progress bar" + loadingProgressBar.fillAmount + "and value =" + totalProgress / _scenesToLoadAsyncOperations.Count); |
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yield return null; |
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} |
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yield return null; |
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} |
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//Clear the scenes to load
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_scenesToLoadAsyncOperations.Clear(); |
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} |
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} |
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public void ExitGame() |
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{ |
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