using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; /// /// This class manages the scene loading and unloading. /// Heavy on comments right now because it is still being worked on. /// public class LocationLoader : MonoBehaviour { [Header("Initialization Scene")] [SerializeField] private GameSceneSO _initializationScene = default; [Header("Load on start")] [SerializeField] private GameSceneSO[] _mainMenuScenes = default; [Header("Loading Screen")] [SerializeField] private GameObject _loadingInterface = default; [SerializeField] private Image _loadingProgressBar = default; [Header("Load Event")] //The load event we are listening to [SerializeField] private LoadEventChannelSO _loadEventChannel = default; private List _scenesToLoadAsyncOperations = new List(); private List _scenesToUnload = new List(); private GameSceneSO _activeScene; // The scene we want to set as active (for lighting/skybox) private Coroutine runningLoader = null; private void OnEnable() { _loadEventChannel.OnLoadingRequested += LoadScenes; } private void OnDisable() { _loadEventChannel.OnLoadingRequested -= LoadScenes; } private void Start() { if (SceneManager.GetActiveScene().path == _initializationScene.scenePath) { LoadMainMenu(); } } private void LoadMainMenu() { LoadScenes(_mainMenuScenes, false); } /// /// This function loads the scenes passed as array parameter /// /// /// private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen) { _activeScene = locationsToLoad[0]; AddScenesToUnload(); UnloadScenes(); if (showLoadingScreen) { _loadingInterface.SetActive(true); } if (_scenesToLoadAsyncOperations.Count == 0) { for (int i = 0; i < locationsToLoad.Length; i++) { 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])); } } } if (_scenesToLoadAsyncOperations.Count > 0) { // TODO: locationsToLoad[0] is a place holder right now. runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[0])); } } } /// /// SetActiveScene(AsyncOperation asyncOp) is called by AsyncOperation.complete event. /// /// private void SetActiveScene(AsyncOperation asyncOp) { // TODO: As each event completes, decide if it needs to activate right away. SceneManager.SetActiveScene(SceneManager.GetSceneByPath(_activeScene.scenePath)); // Will reconstruct LightProbe tetrahedrons to include the probes from the newly-loaded scene LightProbes.TetrahedralizeAsync(); } private void AddScenesToUnload() { for (int i = 0; i < SceneManager.sceneCount; i++) { var scene = SceneManager.GetSceneAt(i); var scenePath = scene.path; if (scenePath != _initializationScene.scenePath && scenePath != _activeScene.scenePath) { Debug.Log("Added scene to unload = " + scenePath); _scenesToUnload.Add(scene); } } } private void UnloadScenes() { if (_scenesToUnload != null) { for (int i = 0; i < _scenesToUnload.Count; i++) { SceneManager.UnloadSceneAsync(_scenesToUnload[i]); } _scenesToUnload.Clear(); } } /// /// This function checks if a scene is already loaded /// /// /// bool private bool IsSceneLoaded(string scenePath) { for (int i = 0; i < SceneManager.sceneCount; i++) { Scene scene = SceneManager.GetSceneAt(i); if (scene.path == scenePath) { return true; } } return false; } /// /// This function updates the loading progress once per frame until loading is complete /// /// This is a place holder for the moment /// IEnumerator 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() { Application.Quit(); Debug.Log("Exit!"); } }