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193 行
5.9 KiB
193 行
5.9 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceProviders;
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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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/// </summary>
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public class SceneLoader : MonoBehaviour
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{
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[SerializeField] private GameSceneSO _gameplayScene = default;
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[Header("Load Events")]
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[SerializeField] private LoadEventChannelSO _loadLocation = default;
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[SerializeField] private LoadEventChannelSO _loadMenu = default;
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[SerializeField] private LoadEventChannelSO _coldStartupLocation = 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 AsyncOperationHandle<SceneInstance> _loadingOperationHandle;
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private AsyncOperationHandle<SceneInstance> _gameplayManagerLoadingOpHandle;
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//Parameters coming from scene loading requests
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private GameSceneSO _sceneToLoad;
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private GameSceneSO _currentlyLoadedScene;
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private bool _showLoadingScreen;
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private SceneInstance _gameplayManagerSceneInstance = new SceneInstance();
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private void OnEnable()
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{
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_loadLocation.OnLoadingRequested += LoadLocation;
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_loadMenu.OnLoadingRequested += LoadMenu;
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#if UNITY_EDITOR
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_coldStartupLocation.OnLoadingRequested += LocationColdStartup;
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#endif
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}
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private void OnDisable()
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{
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_loadLocation.OnLoadingRequested -= LoadLocation;
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_loadMenu.OnLoadingRequested -= LoadMenu;
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#if UNITY_EDITOR
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_coldStartupLocation.OnLoadingRequested -= LocationColdStartup;
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#endif
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This special loading function is only used in the editor, when the developer presses Play in a Location scene, without passing by Initialisation.
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/// </summary>
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private void LocationColdStartup(GameSceneSO currentlyOpenedLocation, bool showLoadingScreen)
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{
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_currentlyLoadedScene = currentlyOpenedLocation;
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if(_currentlyLoadedScene.sceneType == GameSceneSO.GameSceneType.Location)
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{
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//Gameplay managers is loaded synchronously
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_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
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_gameplayManagerLoadingOpHandle.WaitForCompletion();
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_gameplayManagerSceneInstance = _gameplayManagerLoadingOpHandle.Result;
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StartGameplay();
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}
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}
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#endif
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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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private void LoadLocation(GameSceneSO locationToLoad, bool showLoadingScreen)
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{
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_sceneToLoad = locationToLoad;
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_showLoadingScreen = showLoadingScreen;
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//In case we are coming from the main menu, we need to load the Gameplay manager scene first
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if (_gameplayManagerSceneInstance.Scene == null
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|| !_gameplayManagerSceneInstance.Scene.isLoaded)
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{
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_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
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_gameplayManagerLoadingOpHandle.Completed += OnGameplayMangersLoaded;
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}
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else
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{
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UnloadPreviousScene();
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}
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}
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private void OnGameplayMangersLoaded(AsyncOperationHandle<SceneInstance> obj)
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{
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_gameplayManagerSceneInstance = _gameplayManagerLoadingOpHandle.Result;
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UnloadPreviousScene();
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}
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/// <summary>
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/// Prepares to load the main menu scene, first removing the Gameplay scene in case the game is coming back from gameplay to menus.
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/// </summary>
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private void LoadMenu(GameSceneSO menuToLoad, bool showLoadingScreen)
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{
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_sceneToLoad = menuToLoad;
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_showLoadingScreen = showLoadingScreen;
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//In case we are coming from a Location back to the main menu, we need to get rid of the persistent Gameplay manager scene
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if (_gameplayManagerSceneInstance.Scene != null
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&& _gameplayManagerSceneInstance.Scene.isLoaded)
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Addressables.UnloadSceneAsync(_gameplayManagerLoadingOpHandle, true);
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UnloadPreviousScene();
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}
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/// <summary>
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/// In both Location and Menu loading, this function takes care of removing previously loaded scenes.
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/// </summary>
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private void UnloadPreviousScene()
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{
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if (_currentlyLoadedScene != null) //would be null if the game was started in Initialisation
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{
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if (_currentlyLoadedScene.sceneReference.OperationHandle.IsValid())
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{
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//Unload the scene through its AssetReference, i.e. through the Addressable system
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_currentlyLoadedScene.sceneReference.UnLoadScene();
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}
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#if UNITY_EDITOR
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else
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{
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//Only used when, after a "cold start", the player moves to a new scene
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//Since the AsyncOperationHandle has not been used (the scene was already open in the editor),
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//the scene needs to be unloaded using regular SceneManager instead of as an Addressable
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SceneManager.UnloadSceneAsync(_currentlyLoadedScene.sceneReference.editorAsset.name);
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}
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#endif
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}
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LoadNewScene();
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}
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/// <summary>
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/// Kicks off the asynchronous loading of a scene, either menu or Location.
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/// </summary>
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private void LoadNewScene()
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{
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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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_loadingOperationHandle = _sceneToLoad.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true, 0);
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_loadingOperationHandle.Completed += OnNewSceneLoaded;
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}
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private void OnNewSceneLoaded(AsyncOperationHandle<SceneInstance> obj)
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{
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//Save loaded scenes (to be unloaded at next load request)
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_currentlyLoadedScene = _sceneToLoad;
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SetActiveScene();
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if (_showLoadingScreen)
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{
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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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Scene s = ((SceneInstance)_loadingOperationHandle.Result).Scene;
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SceneManager.SetActiveScene(s);
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LightProbes.TetrahedralizeAsync();
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StartGameplay();
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}
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private void StartGameplay()
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{
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_onSceneReady.RaiseEvent(); //Spawn system will spawn the PigChef
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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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