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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 MoreMountains.Tools;
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using UnityEngine.SceneManagement;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will request the load of a new scene, using the method of your choice
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will request the load of a new scene, using the method of your choice")]
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[FeedbackPath("Scene/Load Scene")]
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public class MMFeedbackLoadScene : MMFeedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SceneColor; } }
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#endif
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/// the possible ways to load a new scene :
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/// - direct : uses Unity's SceneManager API
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/// - MMSceneLoadingManager : the simple, original MM way of loading scenes
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/// - MMAdditiveSceneLoadingManager : a more advanced way of loading scenes, with (way) more options
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public enum LoadingModes { Direct, MMSceneLoadingManager, MMAdditiveSceneLoadingManager }
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[Header("Scene Names")]
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/// the name of the loading screen scene to use
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[Tooltip("the name of the loading screen scene to use - HAS TO BE ADDED TO YOUR BUILD SETTINGS")]
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public string LoadingSceneName = "MMAdditiveLoadingScreen";
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/// the name of the destination scene
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[Tooltip("the name of the destination scene - HAS TO BE ADDED TO YOUR BUILD SETTINGS")]
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public string DestinationSceneName = "";
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[Header("Mode")]
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/// the loading mode to use
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[Tooltip("the loading mode to use to load the destination scene : " +
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"- direct : uses Unity's SceneManager API" +
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"- MMSceneLoadingManager : the simple, original MM way of loading scenes" +
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"- MMAdditiveSceneLoadingManager : a more advanced way of loading scenes, with (way) more options")]
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public LoadingModes LoadingMode = LoadingModes.MMAdditiveSceneLoadingManager;
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[Header("Loading Scene Manager")]
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/// the priority to use when loading the new scenes
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[Tooltip("the priority to use when loading the new scenes")]
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public ThreadPriority Priority = ThreadPriority.High;
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/// whether or not to interpolate progress (slower, but usually looks better and smoother)
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[Tooltip("whether or not to interpolate progress (slower, but usually looks better and smoother)")]
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public bool InterpolateProgress = true;
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/// whether or not to perform extra checks to make sure the loading screen and destination scene are in the build settings
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[Tooltip("whether or not to perform extra checks to make sure the loading screen and destination scene are in the build settings")]
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public bool SecureLoad = true;
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[Header("Loading Scene Delays")]
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/// a delay (in seconds) to apply before the first fade plays
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[Tooltip("a delay (in seconds) to apply before the first fade plays")]
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public float BeforeEntryFadeDelay = 0f;
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/// the duration (in seconds) of the entry fade
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[Tooltip("the duration (in seconds) of the entry fade")]
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public float EntryFadeDuration = 0.2f;
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/// a delay (in seconds) to apply after the first fade plays
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[Tooltip("a delay (in seconds) to apply after the first fade plays")]
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public float AfterEntryFadeDelay = 0f;
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/// a delay (in seconds) to apply before the exit fade plays
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[Tooltip("a delay (in seconds) to apply before the exit fade plays")]
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public float BeforeExitFadeDelay = 0f;
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/// the duration (in seconds) of the exit fade
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[Tooltip("the duration (in seconds) of the exit fade")]
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public float ExitFadeDuration = 0.2f;
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[Header("Transitions")]
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/// the speed at which the progress bar should move if interpolated
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[Tooltip("the speed at which the progress bar should move if interpolated")]
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public float ProgressInterpolationSpeed = 5f;
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/// the order in which to play fades (really depends on the type of fader you have in your loading screen
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[Tooltip("the order in which to play fades (really depends on the type of fader you have in your loading screen")]
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public MMAdditiveSceneLoadingManager.FadeModes FadeMode = MMAdditiveSceneLoadingManager.FadeModes.FadeInThenOut;
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/// the tween to use on the entry fade
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[Tooltip("the tween to use on the entry fade")]
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public MMTweenType EntryFadeTween = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)));
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/// the tween to use on the exit fade
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[Tooltip("the tween to use on the exit fade")]
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public MMTweenType ExitFadeTween = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)));
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/// <summary>
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/// On play, we request a load of the destination scene using hte specified method
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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switch (LoadingMode)
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{
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case LoadingModes.Direct:
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SceneManager.LoadScene(DestinationSceneName);
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break;
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case LoadingModes.MMSceneLoadingManager:
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MMSceneLoadingManager.LoadScene(DestinationSceneName, LoadingSceneName);
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break;
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case LoadingModes.MMAdditiveSceneLoadingManager:
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MMAdditiveSceneLoadingManager.LoadScene(DestinationSceneName, LoadingSceneName,
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Priority, SecureLoad, InterpolateProgress,
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BeforeEntryFadeDelay, EntryFadeDuration,
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AfterEntryFadeDelay,
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BeforeExitFadeDelay, ExitFadeDuration,
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EntryFadeTween, ExitFadeTween,
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ProgressInterpolationSpeed, FadeMode);
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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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