using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; /// /// This class manages the scenes loading and unloading /// public class LocationLoader : MonoBehaviour { public GameScene[] mainMenuScenes; [Header("Loading Screen")] public GameObject loadingInterface; public Image loadingProgressBar; [Header("Load Event")] //The load event we are listening to [SerializeField] private LoadEvent _loadEvent = default; //List of the scenes to load and track progress private List _scenesToLoadAsyncOperations = new List(); //List of scenes to unload private List _ScenesToUnload = new List(); //Keep track of the scene we want to set as active (for lighting/skybox) private GameScene _activeScene; private void OnEnable() { _loadEvent.loadEvent += LoadScenes; } private void OnDisable() { _loadEvent.loadEvent -= LoadScenes; } private void Start() { LoadMainMenu(); } private void LoadMainMenu() { LoadScenes(mainMenuScenes, false); } /// This function loads the scenes passed as array parameter public void LoadScenes(GameScene[] locationsToLoad, bool showLoadingScreen) { //Add all current open scenes to unload list AddScenesToUnload(); _activeScene = locationsToLoad[0]; for (int i = 0; i < locationsToLoad.Length; ++i) { String currentSceneName = locationsToLoad[i].sceneName; if (!CheckLoadState(currentSceneName)) { //Add the scene to the list of scenes to load asynchronously in the background _scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive)); } } _scenesToLoadAsyncOperations[0].completed += SetActiveScene; if (showLoadingScreen) { //Show the progress bar and track progress if loadScreen is true StartCoroutine(TrackLoadingProgress()); } else { //Clear the scenes to load _scenesToLoadAsyncOperations.Clear(); } //Unload the scenes UnloadScenes(); } private void SetActiveScene(AsyncOperation asyncOp) { SceneManager.SetActiveScene(SceneManager.GetSceneByName(_activeScene.sceneName)); } public void AddScenesToUnload() { if (SceneManager.sceneCount > 0) { for (int i = 0; i < SceneManager.sceneCount; ++i) { Scene scene = SceneManager.GetSceneAt(i); if (scene.name != "ScenesLoader") { Debug.Log("Added scene to unload = " + scene.name); //Add the scene to the list of the scenes to unload _ScenesToUnload.Add(scene); } } } } public void UnloadScenes() { if (_ScenesToUnload != null) { for (int i = 0; i < _ScenesToUnload.Count; ++i) { //Unload the scene asynchronously in the background SceneManager.UnloadSceneAsync(_ScenesToUnload[i]); } } _ScenesToUnload.Clear(); } /// This function checks if a scene is already loaded public bool CheckLoadState(String sceneName) { if (SceneManager.sceneCount > 0) { for (int i = 0; i < SceneManager.sceneCount; ++i) { Scene scene = SceneManager.GetSceneAt(i); if (scene.name == sceneName) { return true; } } } return false; } /// This function update loading progress IEnumerator TrackLoadingProgress() { 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) { //Reset the progress for the new values totalProgress = 0; //Iterate through all the scenes to load for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i) { Debug.Log("Scene" + i + " :" + _scenesToLoadAsyncOperations[i].isDone + "progress = " + _scenesToLoadAsyncOperations[i].progress); //Adding the scene progress to the total progress totalProgress += _scenesToLoadAsyncOperations[i].progress; } //the fillAmount for all scenes, so we devide 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; } //Clear the scenes to load _scenesToLoadAsyncOperations.Clear(); //Hide progress bar when loading is done loadingInterface.SetActive(false); } public void ExitGame() { Application.Quit(); Debug.Log("Exit!"); } }