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!");
}
}