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