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Merge branch 'scenes-re-architecture' into main

/devlogs-3-input
Amel Negra 4 年前
当前提交
e8d73e33
共有 51 个文件被更改,包括 2378 次插入609 次删除
  1. 1
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SpawnSystem.prefab
  2. 8
      UOP1_Project/Assets/Prefabs/GameplayEssentials/MenuEditorInitializer.prefab
  3. 386
      UOP1_Project/Assets/Scenes/Initialization.unity
  4. 140
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  5. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  6. 25
      UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs
  7. 2
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameSceneSO.cs
  8. 1
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/LocationSO.cs
  9. 208
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  10. 22
      UOP1_Project/Assets/Scripts/SpawnSystem.cs
  11. 11
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  12. 24
      UOP1_Project/Assets/Art/UI/FilledCircle.png
  13. 104
      UOP1_Project/Assets/Art/UI/FilledCircle.png.meta
  14. 66
      UOP1_Project/Assets/Prefabs/GameplayEssentials/LocationEditorInitializer.prefab
  15. 7
      UOP1_Project/Assets/Prefabs/GameplayEssentials/MenuEditorInitializer.prefab.meta
  16. 53
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SceneLoader.prefab
  17. 7
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SceneLoader.prefab.meta
  18. 557
      UOP1_Project/Assets/Prefabs/UI/LoadingInterface.prefab
  19. 7
      UOP1_Project/Assets/Prefabs/UI/LoadingInterface.prefab.meta
  20. 993
      UOP1_Project/Assets/Scenes/PersistentManagers.unity
  21. 7
      UOP1_Project/Assets/Scenes/PersistentManagers.unity.meta
  22. 17
      UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadMenu_Channel.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadMenu_Channel.asset.meta
  24. 15
      UOP1_Project/Assets/ScriptableObjects/EventChannels/OnSceneReady.asset
  25. 8
      UOP1_Project/Assets/ScriptableObjects/EventChannels/OnSceneReady.asset.meta
  26. 14
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ToggleLoadingScreen.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ToggleLoadingScreen.asset.meta
  28. 18
      UOP1_Project/Assets/ScriptableObjects/SceneData/Gameplay.asset
  29. 8
      UOP1_Project/Assets/ScriptableObjects/SceneData/Gameplay.asset.meta
  30. 19
      UOP1_Project/Assets/ScriptableObjects/SceneData/PersistentManagers.asset
  31. 40
      UOP1_Project/Assets/Scripts/SceneManagement/InitializationLoader.cs
  32. 11
      UOP1_Project/Assets/Scripts/SceneManagement/InitializationLoader.cs.meta
  33. 33
      UOP1_Project/Assets/Scripts/SceneManagement/LoadingScreenManager.cs
  34. 11
      UOP1_Project/Assets/Scripts/SceneManagement/LoadingScreenManager.cs.meta
  35. 23
      UOP1_Project/Assets/Scripts/SceneManagement/SceneReadyBroadcaster.cs
  36. 11
      UOP1_Project/Assets/Scripts/SceneManagement/SceneReadyBroadcaster.cs.meta
  37. 12
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameplaySO.cs
  38. 11
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameplaySO.cs.meta
  39. 5
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PersistentManagersSO.cs
  40. 19
      UOP1_Project/Assets/Scripts/SceneManagement/SpinningUI.cs
  41. 11
      UOP1_Project/Assets/Scripts/SceneManagement/SpinningUI.cs.meta
  42. 18
      UOP1_Project/Assets/ScriptableObjects/SceneData/Initialization.asset
  43. 5
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/InitializationSO.cs
  44. 19
      UOP1_Project/Assets/Scripts/SceneManagement/Initialization.cs
  45. 11
      UOP1_Project/Assets/Scripts/SceneManagement/Initialization.cs.meta
  46. 0
      /UOP1_Project/Assets/Prefabs/GameplayEssentials/MenuEditorInitializer.prefab
  47. 0
      /UOP1_Project/Assets/Prefabs/GameplayEssentials/LocationEditorInitializer.prefab.meta
  48. 0
      /UOP1_Project/Assets/ScriptableObjects/SceneData/PersistentManagers.asset.meta
  49. 0
      /UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PersistentManagersSO.cs.meta
  50. 0
      /UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs.meta
  51. 0
      /UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs

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UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


public UnityAction<bool> OnEventRaised;
public void RaiseEvent(bool value)
{
OnEventRaised.Invoke(value);
if (OnEventRaised != null)
OnEventRaised.Invoke(value);
}
}

25
UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs


using UnityEngine.SceneManagement;
/// <summary>
/// This script loads the initial Scene, to allow to start the game from any gameplay Scene
/// This script loads the persistent managers and gameplay Scenes, to allow to start the game from any gameplay Scene
/// It can also be used for menu scene by just adding the persistent managers scene on the inspector
public GameSceneSO initializationScene;
public GameSceneSO[] scenesToLoad;
//bool to know if we are coming from editor initializer mode
[HideInInspector] public bool _isEditorInitializerMode=false;
private void Awake()
private void Start()
{
Application.targetFrameRate = targetFramerate; // For debugging purposes

if (scene.path == initializationScene.scenePath)
{
return;
}
for (int j = 0; j < scenesToLoad.Length; ++j)
if (scene.path == scenesToLoad[j].scenePath)
{
return;
}
else
{
SceneManager.LoadSceneAsync(scenesToLoad[j].scenePath, LoadSceneMode.Additive);
//Inform that we are pressing play from a location or menu
_isEditorInitializerMode = true;
}
SceneManager.LoadSceneAsync(initializationScene.scenePath, LoadSceneMode.Additive);
}
#endif
}

2
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameSceneSO.cs


#endif
[HideInInspector]
public string scenePath;
public string shortDescription;
[TextArea] public string shortDescription;
[Header("Sounds")]
public AudioClip music;

1
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/LocationSO.cs


using UnityEngine;
using UnityEngine.Localization;
/// <summary>
/// This class contains Settings specific to Locations only

208
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


using System;
using System.Collections;
using System.Collections;
using UnityEngine.UI;
public class LocationLoader : MonoBehaviour
public class SceneLoader : MonoBehaviour
[Header("Initialization Scene")]
[SerializeField] private GameSceneSO _initializationScene = default;
[Header("Persistent Manager Scene")]
[SerializeField] private GameSceneSO _persistentManagersScene = default;
[Header("Load on start")]
[SerializeField] private GameSceneSO[] _mainMenuScenes = default;
[Header("Gameplay Scene")]
[SerializeField] private GameSceneSO _gameplayScene = default;
[Header("Loading Screen")]
[SerializeField] private GameObject _loadingInterface = default;
[SerializeField] private Image _loadingProgressBar = default;
[Header("Load Events")]
//The location load event we are listening to
[SerializeField] private LoadEventChannelSO _loadLocation = default;
//The menu load event we are listening to
[SerializeField] private LoadEventChannelSO _loadMenu = default;
[Header("Load Event")]
//The load event we are listening to
[SerializeField] private LoadEventChannelSO _loadEventChannel = default;
[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _ToggleLoadingScreen = default;
[SerializeField] private VoidEventChannelSO _OnSceneReady = default;
private Coroutine runningLoader = null;
private List<GameSceneSO> _persistentScenes = new List<GameSceneSO>(); //Scenes to keep loaded when a load event is raised
_loadEventChannel.OnLoadingRequested += LoadScenes;
if (_loadLocation != null)
{
_loadLocation.OnLoadingRequested += LoadLocation;
}
if (_loadMenu != null)
{
_loadMenu.OnLoadingRequested += LoadMenu;
}
_loadEventChannel.OnLoadingRequested -= LoadScenes;
}
private void Start()
{
if (SceneManager.GetActiveScene().path == _initializationScene.scenePath)
if (_loadLocation != null)
LoadMainMenu();
_loadLocation.OnLoadingRequested -= LoadLocation;
}
if (_loadMenu != null)
{
_loadMenu.OnLoadingRequested -= LoadMenu;
private void LoadMainMenu()
/// <summary>
/// This function loads the location scenes passed as array parameter
/// </summary>
/// <param name="locationsToLoad"></param>
/// <param name="showLoadingScreen"></param>
private void LoadLocation(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
LoadScenes(_mainMenuScenes, false);
//When loading a location, we want to keep the persistent managers and gameplay scenes loaded
_persistentScenes.Add(_persistentManagersScene);
_persistentScenes.Add(_gameplayScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(locationsToLoad, showLoadingScreen);
/// This function loads the scenes passed as array parameter
/// This function loads the menu scenes passed as array parameter
/// <param name="locationsToLoad"></param>
/// <param name="MenuToLoad"></param>
private void LoadMenu(GameSceneSO[] MenuToLoad, bool showLoadingScreen)
{
//When loading a menu, we only want to keep the persistent managers scene loaded
_persistentScenes.Add(_persistentManagersScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(MenuToLoad, showLoadingScreen);
}
//Take the first scene in the array as the scene we want to set active
AddScenesToUnload();
_loadingInterface.SetActive(true);
_ToggleLoadingScreen.RaiseEvent(true);
}
if (_scenesToLoadAsyncOperations.Count == 0)

string currentScenePath = locationsToLoad[i].scenePath;
if (IsSceneLoaded(currentScenePath) == false)
{
if (runningLoader == null)
{
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
_scenesToLoadAsyncOperations[i].completed += SetActiveScene;
// TODO: Run a coroutine for each scene loading that updates a combined value
// for the progress bar. This way, as each scene completes loading, we will
// know what scene it is. Then decide if it activates right away or not.
// runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[i]));
}
}
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
}
if (_scenesToLoadAsyncOperations.Count > 0)
//Checks if any of the persistent scenes is not loaded yet and load it if unloaded
//This is especially useful when we go from main menu to first location
for (int i = 0; i < _persistentScenes.Count; ++i)
{
if (IsSceneLoaded(_persistentScenes[i].scenePath) == false)
// TODO: locationsToLoad[0] is a place holder right now.
runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[0]));
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(_persistentScenes[i].scenePath, LoadSceneMode.Additive));
StartCoroutine(WaitForLoading(showLoadingScreen));
}
private IEnumerator WaitForLoading(bool showLoadingScreen)
{
bool _loadingDone = false;
// Wait until all scenes are loaded
while (!_loadingDone)
{
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
if (!_scenesToLoadAsyncOperations[i].isDone)
{
break;
}
else
{
_loadingDone = true;
_scenesToLoadAsyncOperations.Clear();
}
}
yield return null;
}
//Set the active scene
SetActiveScene();
if (showLoadingScreen)
{
//Raise event to disable loading screen
_ToggleLoadingScreen.RaiseEvent(false);
}
/// SetActiveScene(AsyncOperation asyncOp) is called by AsyncOperation.complete event.
/// This function is called when all the scenes have been loaded
/// <param name="asyncOp"></param>
private void SetActiveScene(AsyncOperation asyncOp)
private void SetActiveScene()
// TODO: As each event completes, decide if it needs to activate right away.
//Raise the event to inform that the scene is loaded and set active
_OnSceneReady.RaiseEvent();
private void AddScenesToUnload()
private void AddScenesToUnload(List<GameSceneSO> persistentScenes)
for (int i = 0; i < SceneManager.sceneCount; i++)
for (int i = 0; i < SceneManager.sceneCount; ++i)
var scene = SceneManager.GetSceneAt(i);
var scenePath = scene.path;
if (scenePath != _initializationScene.scenePath && scenePath != _activeScene.scenePath)
Scene scene = SceneManager.GetSceneAt(i);
string scenePath = scene.path;
for (int j = 0; j < persistentScenes.Count; ++j)
Debug.Log("Added scene to unload = " + scenePath);
_scenesToUnload.Add(scene);
if (scenePath != persistentScenes[j].scenePath)
{
//Check if we reached the last persistent scenes check
if (j == persistentScenes.Count-1)
{
//If the scene is not one of the persistent scenes, we add it to the scenes to unload
_scenesToUnload.Add(scene);
}
}
else
{
//We move the next scene check as soon as we find that the scene is one of the persistent scenes
break;
}
}
}
}

if (_scenesToUnload != null)
{
for (int i = 0; i < _scenesToUnload.Count; i++)
for (int i = 0; i < _scenesToUnload.Count; ++i)
{
SceneManager.UnloadSceneAsync(_scenesToUnload[i]);
}

}
}
return false;
}
/// <summary>
/// This function updates the loading progress once per frame until loading is complete
/// </summary>
/// <param name="sceneReference">This is a place holder for the moment</param>
/// <returns>IEnumerator</returns>
private IEnumerator TrackLoadingProgress(GameSceneSO sceneReference)
{
float totalProgress = 0;
// When the scene reaches 0.9f, it means that it is loaded
// The remaining 0.1f are for the integration
while (totalProgress <= 0.9f)
{
totalProgress = 0;
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
Debug.Log("Scene " + i + " :" + _scenesToLoadAsyncOperations[i].isDone + " progress = " + _scenesToLoadAsyncOperations[i].progress);
totalProgress += _scenesToLoadAsyncOperations[i].progress;
}
//The fillAmount is for all scenes, so we divide the progress by the number of scenes to load
_loadingProgressBar.fillAmount = totalProgress / _scenesToLoadAsyncOperations.Count;
Debug.Log("progress bar " + _loadingProgressBar.fillAmount + " and value = " + totalProgress / _scenesToLoadAsyncOperations.Count);
yield return null;
}
_scenesToLoadAsyncOperations.Clear();
runningLoader = null;
//Hide progress bar when loading is done
_loadingInterface.SetActive(false);
}
private void ExitGame()

22
UOP1_Project/Assets/Scripts/SpawnSystem.cs


using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
public class SpawnSystem : MonoBehaviour
{

[Header("Scene References")]
[SerializeField] private Transform[] _spawnLocations;
void Start()
[Header("Scene Ready Event")]
[SerializeField] private VoidEventChannelSO _OnSceneReady = default; //Raised when the scene is loaded and set active
private void OnEnable()
{
if (_OnSceneReady != null)
{
_OnSceneReady.OnEventRaised += SpawnPlayer;
}
}
private void OnDisable()
{
if (_OnSceneReady != null)
{
_OnSceneReady.OnEventRaised -= SpawnPlayer;
}
}
private void SpawnPlayer()
{
Spawn(_defaultSpawnIndex);
}

11
UOP1_Project/ProjectSettings/EditorBuildSettings.asset


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之前 之后
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UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadMenu_Channel.asset


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starts

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UOP1_Project/Assets/ScriptableObjects/EventChannels/OnSceneReady.asset


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UOP1_Project/Assets/ScriptableObjects/Events/UI/ToggleLoadingScreen.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/Gameplay.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/PersistentManagers.asset


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40
UOP1_Project/Assets/Scripts/SceneManagement/InitializationLoader.cs


using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// This class is responsible for starting the game by loading the persistent managers scene
/// and raising the event to load the Main Menu
/// </summary>
public class InitializationLoader : MonoBehaviour
{
[Header("Persistent managers Scene")]
[SerializeField] private GameSceneSO _PersistentManagersScene = default;
[Header("Loading settings")]
[SerializeField] private GameSceneSO[] _MenuToLoad = default;
[SerializeField] private bool _showLoadScreen = default;
[Header("Broadcasting on")]
[SerializeField] private LoadEventChannelSO _MenuLoadChannel = default;
void Start()
{
//Load the persistent managers scene
StartCoroutine(loadScene(_PersistentManagersScene.scenePath));
}
IEnumerator loadScene(string scenePath)
{
AsyncOperation loadingSceneAsyncOp = SceneManager.LoadSceneAsync(scenePath, LoadSceneMode.Additive);
//Wait until we are done loading the scene
while (!loadingSceneAsyncOp.isDone)
{
yield return null;
}
//Raise the event to load the main menu
_MenuLoadChannel.RaiseEvent(_MenuToLoad, _showLoadScreen);
}
}

11
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33
UOP1_Project/Assets/Scripts/SceneManagement/LoadingScreenManager.cs


using UnityEngine;
public class LoadingScreenManager : MonoBehaviour
{
[Header("Loading screen Event")]
//The loading screen event we are listening to
[SerializeField] private BoolEventChannelSO _ToggleLoadingScreen = default;
[Header("Loading screen ")]
public GameObject loadingInterface;
private void OnEnable()
{
if (_ToggleLoadingScreen != null)
{
_ToggleLoadingScreen.OnEventRaised += ToggleLoadingScreen;
}
}
private void OnDisable()
{
if (_ToggleLoadingScreen != null)
{
_ToggleLoadingScreen.OnEventRaised += ToggleLoadingScreen;
}
}
private void ToggleLoadingScreen(bool state)
{
loadingInterface.SetActive(state);
}
}

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23
UOP1_Project/Assets/Scripts/SceneManagement/SceneReadyBroadcaster.cs


using UnityEngine;
/// <summary>
/// This class manages the case we are in editor and we want to press play from any scene
/// It takes care of telling the SpawnSystem that the scene is ready since we pressed play from it
/// and it is therefore already loaded
/// </summary>
public class SceneReadyBroadcaster : MonoBehaviour
{
#if UNITY_EDITOR
[Header("Broadcasting on")]
[SerializeField] private VoidEventChannelSO _OnSceneReady = default;
private void Start()
{
if(GetComponent<EditorInitialisationLoader>()._isEditorInitializerMode == true)
{
_OnSceneReady.RaiseEvent();
}
}
#endif
}

11
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12
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameplaySO.cs


using UnityEngine;
/// <summary>
/// This class contains Settings specific to Gameplay scenes only
/// </summary>
[CreateAssetMenu(fileName = "NewGameplayScene", menuName = "Scene Data/Gameplay")]
public class GameplaySO : GameSceneSO
{
//[Header("Gameplay specific")]
}

11
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameplaySO.cs.meta


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5
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PersistentManagersSO.cs


using UnityEngine;
//CreateAssetMenu commented since we don't want to create more than one Initialisation GameSceneSO
//[CreateAssetMenu(fileName = "PersistentManagers", menuName = "Scene Data/PersistentManagers")]
public class PersistentManagersSO : GameSceneSO { }

19
UOP1_Project/Assets/Scripts/SceneManagement/SpinningUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinningUI : MonoBehaviour
{
private RectTransform rectComponent;
public float rotateSpeed = 200f;
private void Start()
{
rectComponent = GetComponent<RectTransform>();
}
private void Update()
{
rectComponent.Rotate(0f, 0f, rotateSpeed * Time.deltaTime);
}
}

11
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18
UOP1_Project/Assets/ScriptableObjects/SceneData/Initialization.asset


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5
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/InitializationSO.cs


using UnityEngine;
//CreateAssetMenu commented since we don't want to create more than one Initialisation GameSceneSO
//[CreateAssetMenu(fileName = "Initialization", menuName = "Scene Data/Initialization")]
public class InitializationSO : GameSceneSO { }

19
UOP1_Project/Assets/Scripts/SceneManagement/Initialization.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Initialization : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

11
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/UOP1_Project/Assets/Prefabs/GameplayEssentials/EditorInitializer.prefab → /UOP1_Project/Assets/Prefabs/GameplayEssentials/MenuEditorInitializer.prefab

/UOP1_Project/Assets/Prefabs/GameplayEssentials/EditorInitializer.prefab.meta → /UOP1_Project/Assets/Prefabs/GameplayEssentials/LocationEditorInitializer.prefab.meta

/UOP1_Project/Assets/ScriptableObjects/SceneData/Initialization.asset.meta → /UOP1_Project/Assets/ScriptableObjects/SceneData/PersistentManagers.asset.meta

/UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/InitializationSO.cs.meta → /UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PersistentManagersSO.cs.meta

/UOP1_Project/Assets/Scripts/SceneManagement/LocationLoader.cs.meta → /UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs.meta

/UOP1_Project/Assets/Scripts/SceneManagement/LocationLoader.cs → /UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs

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