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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/Legacy/MMFeedbackLoadScene.cs

119 lines
5.5 KiB
C#

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