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CrowdControl/Assets/Feel/MMTools/Tools/MMSceneLoading/Scripts/Managers/MMSceneLoadingManager.cs

190 lines
6.2 KiB
C#

2 months ago
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace MoreMountains.Tools
{
/// <summary>
/// A class to load scenes using a loading screen instead of just the default API
/// This class used to be known as LoadingSceneManager, and has now been renamed to MMSceneLoadingManager for consistency
/// </summary>
public class MMSceneLoadingManager : MonoBehaviour
{
public enum LoadingStatus
{
LoadStarted, BeforeEntryFade, EntryFade, AfterEntryFade, UnloadOriginScene, LoadDestinationScene,
LoadProgressComplete, InterpolatedLoadProgressComplete, BeforeExitFade, ExitFade, DestinationSceneActivation, UnloadSceneLoader, LoadTransitionComplete
}
public struct LoadingSceneEvent
{
public LoadingStatus Status;
public string SceneName;
public LoadingSceneEvent(string sceneName, LoadingStatus status)
{
Status = status;
SceneName = sceneName;
}
static LoadingSceneEvent e;
public static void Trigger(string sceneName, LoadingStatus status)
{
e.Status = status;
e.SceneName = sceneName;
MMEventManager.TriggerEvent(e);
}
}
[Header("Binding")]
/// The name of the scene to load while the actual target scene is loading (usually a loading screen)
public static string LoadingScreenSceneName="LoadingScreen";
[Header("GameObjects")]
/// the text object where you want the loading message to be displayed
public Text LoadingText;
/// the canvas group containing the progress bar
public CanvasGroup LoadingProgressBar;
/// the canvas group containing the animation
public CanvasGroup LoadingAnimation;
/// the canvas group containing the animation to play when loading is complete
public CanvasGroup LoadingCompleteAnimation;
[Header("Time")]
/// the duration (in seconds) of the initial fade in
public float StartFadeDuration=0.2f;
/// the speed of the progress bar
public float ProgressBarSpeed=2f;
/// the duration (in seconds) of the load complete fade out
public float ExitFadeDuration=0.2f;
/// the delay (in seconds) before leaving the scene when complete
public float LoadCompleteDelay=0.5f;
protected AsyncOperation _asyncOperation;
protected static string _sceneToLoad = "";
protected float _fadeDuration = 0.5f;
protected float _fillTarget=0f;
protected string _loadingTextValue;
protected Image _progressBarImage;
protected static MMTweenType _tween;
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
if (LoadingScreenSceneName!=null)
{
LoadingSceneEvent.Trigger(sceneToLoad, LoadingStatus.LoadStarted);
SceneManager.LoadScene(LoadingScreenSceneName);
}
}
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad, string loadingSceneName)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
SceneManager.LoadScene(loadingSceneName);
}
/// <summary>
/// On Start(), we start loading the new level asynchronously
/// </summary>
protected virtual void Start()
{
_tween = new MMTweenType(MMTween.MMTweenCurve.EaseOutCubic);
_progressBarImage = LoadingProgressBar.GetComponent<Image>();
_loadingTextValue =LoadingText.text;
if (!string.IsNullOrEmpty(_sceneToLoad))
{
StartCoroutine(LoadAsynchronously());
}
}
/// <summary>
/// Every frame, we fill the bar smoothly according to loading progress
/// </summary>
protected virtual void Update()
{
Time.timeScale = 1f;
_progressBarImage.fillAmount = MMMaths.Approach(_progressBarImage.fillAmount,_fillTarget,Time.deltaTime*ProgressBarSpeed);
}
/// <summary>
/// Loads the scene to load asynchronously.
/// </summary>
protected virtual IEnumerator LoadAsynchronously()
{
// we setup our various visual elements
LoadingSetup();
// we fade from black
MMFadeOutEvent.Trigger(StartFadeDuration, _tween);
yield return new WaitForSeconds(StartFadeDuration);
// we start loading the scene
_asyncOperation = SceneManager.LoadSceneAsync(_sceneToLoad,LoadSceneMode.Single );
_asyncOperation.allowSceneActivation = false;
// while the scene loads, we assign its progress to a target that we'll use to fill the progress bar smoothly
while (_asyncOperation.progress < 0.9f)
{
_fillTarget = _asyncOperation.progress;
yield return null;
}
// when the load is close to the end (it'll never reach it), we set it to 100%
_fillTarget = 1f;
// we wait for the bar to be visually filled to continue
while (_progressBarImage.fillAmount != _fillTarget)
{
yield return null;
}
// the load is now complete, we replace the bar with the complete animation
LoadingComplete();
yield return new WaitForSeconds(LoadCompleteDelay);
// we fade to black
MMFadeInEvent.Trigger(ExitFadeDuration, _tween);
yield return new WaitForSeconds(ExitFadeDuration);
// we switch to the new scene
_asyncOperation.allowSceneActivation = true;
LoadingSceneEvent.Trigger(_sceneToLoad, LoadingStatus.LoadTransitionComplete);
}
/// <summary>
/// Sets up all visual elements, fades from black at the start
/// </summary>
protected virtual void LoadingSetup()
{
LoadingCompleteAnimation.alpha=0;
_progressBarImage.fillAmount = 0f;
LoadingText.text = _loadingTextValue;
}
/// <summary>
/// Triggered when the actual loading is done, replaces the progress bar with the complete animation
/// </summary>
protected virtual void LoadingComplete()
{
LoadingSceneEvent.Trigger(_sceneToLoad, LoadingStatus.InterpolatedLoadProgressComplete);
LoadingCompleteAnimation.gameObject.SetActive(true);
StartCoroutine(MMFade.FadeCanvasGroup(LoadingProgressBar,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingAnimation,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingCompleteAnimation,0.1f,1f));
}
}
}