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221 行
6.2 KiB
221 行
6.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// This class manages the scene loading and unloading.
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/// Heavy on comments right now because it is still being worked on.
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/// </summary>
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public class SceneLoader : MonoBehaviour
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{
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[Header("Persistent Manager Scene")]
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[SerializeField] private GameSceneSO _persistentManagersScene = default;
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[Header("Gameplay Scene")]
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[SerializeField] private GameSceneSO _gameplayScene = default;
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[Header("Load Events")]
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//The location load event we are listening to
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[SerializeField] private LoadEventChannelSO _loadLocation = default;
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//The menu load event we are listening to
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[SerializeField] private LoadEventChannelSO _loadMenu = default;
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[Header("Broadcasting on")]
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[SerializeField] private BoolEventChannelSO _ToggleLoadingScreen = default;
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[SerializeField] private VoidEventChannelSO _OnSceneReady = default;
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private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>();
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private List<Scene> _scenesToUnload = new List<Scene>();
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private GameSceneSO _activeScene; // The scene we want to set as active (for lighting/skybox)
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private List<GameSceneSO> _persistentScenes = new List<GameSceneSO>(); //Scenes to keep loaded when a load event is raised
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private void OnEnable()
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{
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if (_loadLocation != null)
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{
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_loadLocation.OnLoadingRequested += LoadLocation;
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}
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if (_loadMenu != null)
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{
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_loadMenu.OnLoadingRequested += LoadMenu;
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}
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}
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private void OnDisable()
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{
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if (_loadLocation != null)
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{
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_loadLocation.OnLoadingRequested -= LoadLocation;
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}
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if (_loadMenu != null)
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{
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_loadMenu.OnLoadingRequested -= LoadMenu;
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}
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}
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/// <summary>
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/// This function loads the location scenes passed as array parameter
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/// </summary>
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/// <param name="locationsToLoad"></param>
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/// <param name="showLoadingScreen"></param>
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private void LoadLocation(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
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{
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//When loading a location, we want to keep the persistent managers and gameplay scenes loaded
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_persistentScenes.Add(_persistentManagersScene);
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_persistentScenes.Add(_gameplayScene);
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AddScenesToUnload(_persistentScenes);
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LoadScenes(locationsToLoad, showLoadingScreen);
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}
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/// <summary>
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/// This function loads the menu scenes passed as array parameter
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/// </summary>
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/// <param name="MenuToLoad"></param>
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/// <param name="showLoadingScreen"></param>
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private void LoadMenu(GameSceneSO[] MenuToLoad, bool showLoadingScreen)
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{
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//When loading a menu, we only want to keep the persistent managers scene loaded
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_persistentScenes.Add(_persistentManagersScene);
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AddScenesToUnload(_persistentScenes);
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LoadScenes(MenuToLoad, showLoadingScreen);
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}
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private void LoadScenes(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
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{
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//Take the first scene in the array as the scene we want to set active
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_activeScene = locationsToLoad[0];
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Debug.Log("active scene = " + _activeScene.scenePath);
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UnloadScenes();
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if (showLoadingScreen)
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{
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_ToggleLoadingScreen.RaiseEvent(true);
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}
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if (_scenesToLoadAsyncOperations.Count == 0)
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{
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for (int i = 0; i < locationsToLoad.Length; i++)
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{
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string currentScenePath = locationsToLoad[i].scenePath;
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_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
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}
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}
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//Checks if any of the persistent scenes is not loaded yet and load it if unloaded
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//This is especially useful when we go from main menu to first location
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for (int i = 0; i < _persistentScenes.Count; ++i)
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{
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if (IsSceneLoaded(_persistentScenes[i].scenePath) == false)
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{
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_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(_persistentScenes[i].scenePath, LoadSceneMode.Additive));
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}
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}
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StartCoroutine(WaitForLoading(showLoadingScreen));
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}
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private IEnumerator WaitForLoading(bool showLoadingScreen)
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{
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bool _loadingDone = false;
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// Wait until all scenes are loaded
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while (!_loadingDone)
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{
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for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
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{
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if (!_scenesToLoadAsyncOperations[i].isDone)
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{
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break;
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}
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else
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{
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_loadingDone = true;
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_scenesToLoadAsyncOperations.Clear();
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}
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}
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yield return null;
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}
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//Set the active scene
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SetActiveScene();
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if (showLoadingScreen)
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{
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//Raise event to disable loading screen
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_ToggleLoadingScreen.RaiseEvent(false);
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}
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}
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/// <summary>
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/// This function is called when all the scenes have been loaded
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/// </summary>
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private void SetActiveScene()
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{
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SceneManager.SetActiveScene(SceneManager.GetSceneByPath(_activeScene.scenePath));
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// Will reconstruct LightProbe tetrahedrons to include the probes from the newly-loaded scene
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LightProbes.TetrahedralizeAsync();
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//Raise the event to inform that the scene is loaded and set active
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_OnSceneReady.RaiseEvent();
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}
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private void AddScenesToUnload(List<GameSceneSO> persistentScenes)
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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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string scenePath = scene.path;
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for (int j = 0; j < persistentScenes.Count; ++j)
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{
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if (scenePath != persistentScenes[j].scenePath)
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{
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//Check if we reached the last persistent scenes check
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if (j == persistentScenes.Count-1)
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{
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//If the scene is not one of the persistent scenes, we add it to the scenes to unload
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_scenesToUnload.Add(scene);
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}
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}
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else
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{
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//We move the next scene check as soon as we find that the scene is one of the persistent scenes
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break;
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}
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}
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}
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}
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private void UnloadScenes()
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{
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if (_scenesToUnload != null)
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{
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for (int i = 0; i < _scenesToUnload.Count; ++i)
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{
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SceneManager.UnloadSceneAsync(_scenesToUnload[i]);
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}
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_scenesToUnload.Clear();
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}
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}
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/// <summary>
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/// This function checks if a scene is already loaded
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/// </summary>
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/// <param name="scenePath"></param>
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/// <returns>bool</returns>
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private bool IsSceneLoaded(string scenePath)
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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.path == scenePath)
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{
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return true;
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}
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}
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return false;
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}
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private void ExitGame()
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{
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Application.Quit();
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Debug.Log("Exit!");
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}
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}
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