using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
namespace Unity.Multiplayer.Samples.Utilities
{
///
/// This script handles the use of a loading screen with a progress bar and the name of the loaded scene shown. It
/// must be started and stopped from outside this script. It also allows updating the loading screen when a new
/// loading operation starts before the loading screen is stopped.
///
public class ClientLoadingScreen : MonoBehaviour
{
protected class LoadingProgressBar
{
public Slider ProgressBar { get; set; }
public Text NameText { get; set; }
public LoadingProgressBar(Slider otherPlayerProgressBar, Text otherPlayerNameText)
{
ProgressBar = otherPlayerProgressBar;
NameText = otherPlayerNameText;
}
public void UpdateProgress(float value, float newValue)
{
ProgressBar.value = newValue;
}
}
[SerializeField]
CanvasGroup m_CanvasGroup;
[SerializeField]
float m_DelayBeforeFadeOut = 0.5f;
[SerializeField]
float m_FadeOutDuration = 0.1f;
[SerializeField]
Slider m_ProgressBar;
[SerializeField]
Text m_SceneName;
[SerializeField]
List m_OtherPlayersProgressBars;
[SerializeField]
List m_OtherPlayerNamesTexts;
[SerializeField]
protected LoadingProgressManager m_LoadingProgressManager;
protected Dictionary m_LoadingProgressBars = new Dictionary();
bool m_LoadingScreenRunning;
Coroutine m_FadeOutCoroutine;
void Awake()
{
DontDestroyOnLoad(this);
Assert.AreEqual(m_OtherPlayersProgressBars.Count, m_OtherPlayerNamesTexts.Count, "There should be the same number of progress bars and name labels");
}
void Start()
{
SetCanvasVisibility(false);
m_LoadingProgressManager.onTrackersUpdated += OnProgressTrackersUpdated;
}
void OnDestroy()
{
if (m_LoadingProgressManager != null)
{
m_LoadingProgressManager.onTrackersUpdated -= OnProgressTrackersUpdated;
}
}
void Update()
{
if (m_LoadingScreenRunning)
{
m_ProgressBar.value = m_LoadingProgressManager.LocalProgress;
}
}
void OnProgressTrackersUpdated()
{
// deactivate progress bars of clients that are no longer tracked
var clientIdsToRemove = new List();
foreach (var clientId in m_LoadingProgressBars.Keys)
{
if (!m_LoadingProgressManager.ProgressTrackers.ContainsKey(clientId))
{
clientIdsToRemove.Add(clientId);
}
}
foreach (var clientId in clientIdsToRemove)
{
RemoveOtherPlayerProgressBar(clientId);
}
// Add progress bars for clients that are now tracked
foreach (var progressTracker in m_LoadingProgressManager.ProgressTrackers)
{
var clientId = progressTracker.Key;
if (clientId != NetworkManager.Singleton.LocalClientId && !m_LoadingProgressBars.ContainsKey(clientId))
{
AddOtherPlayerProgressBar(clientId, progressTracker.Value);
}
}
}
public void StopLoadingScreen()
{
if (m_LoadingScreenRunning)
{
if (m_FadeOutCoroutine != null)
{
StopCoroutine(m_FadeOutCoroutine);
}
m_FadeOutCoroutine = StartCoroutine(FadeOutCoroutine());
}
}
public void StartLoadingScreen(string sceneName)
{
SetCanvasVisibility(true);
m_LoadingScreenRunning = true;
UpdateLoadingScreen(sceneName);
ReinitializeProgressBars();
}
void ReinitializeProgressBars()
{
// deactivate progress bars of clients that are no longer tracked
var clientIdsToRemove = new List();
foreach (var clientId in m_LoadingProgressBars.Keys)
{
if (!m_LoadingProgressManager.ProgressTrackers.ContainsKey(clientId))
{
clientIdsToRemove.Add(clientId);
}
}
foreach (var clientId in clientIdsToRemove)
{
RemoveOtherPlayerProgressBar(clientId);
}
for (var i = 0; i < m_OtherPlayersProgressBars.Count; i++)
{
m_OtherPlayersProgressBars[i].gameObject.SetActive(false);
m_OtherPlayerNamesTexts[i].gameObject.SetActive(false);
}
var index = 0;
foreach (var progressTracker in m_LoadingProgressManager.ProgressTrackers)
{
var clientId = progressTracker.Key;
if (clientId != NetworkManager.Singleton.LocalClientId)
{
UpdateOtherPlayerProgressBar(clientId, index++);
}
}
}
protected virtual void UpdateOtherPlayerProgressBar(ulong clientId, int progressBarIndex)
{
m_LoadingProgressBars[clientId].ProgressBar = m_OtherPlayersProgressBars[progressBarIndex];
m_LoadingProgressBars[clientId].ProgressBar.gameObject.SetActive(true);
m_LoadingProgressBars[clientId].NameText = m_OtherPlayerNamesTexts[progressBarIndex];
m_LoadingProgressBars[clientId].NameText.gameObject.SetActive(true);
}
protected virtual void AddOtherPlayerProgressBar(ulong clientId, NetworkedLoadingProgressTracker progressTracker)
{
if (m_LoadingProgressBars.Count < m_OtherPlayersProgressBars.Count && m_LoadingProgressBars.Count < m_OtherPlayerNamesTexts.Count)
{
var index = m_LoadingProgressBars.Count;
m_LoadingProgressBars[clientId] = new LoadingProgressBar(m_OtherPlayersProgressBars[index], m_OtherPlayerNamesTexts[index]);
progressTracker.Progress.OnValueChanged += m_LoadingProgressBars[clientId].UpdateProgress;
m_LoadingProgressBars[clientId].ProgressBar.value = progressTracker.Progress.Value;
m_LoadingProgressBars[clientId].ProgressBar.gameObject.SetActive(true);
m_LoadingProgressBars[clientId].NameText.gameObject.SetActive(true);
m_LoadingProgressBars[clientId].NameText.text = $"Client {clientId}";
}
else
{
throw new Exception("There are not enough progress bars to track the progress of all the players.");
}
}
void RemoveOtherPlayerProgressBar(ulong clientId, NetworkedLoadingProgressTracker progressTracker = null)
{
if (progressTracker != null)
{
progressTracker.Progress.OnValueChanged -= m_LoadingProgressBars[clientId].UpdateProgress;
}
m_LoadingProgressBars[clientId].ProgressBar.gameObject.SetActive(false);
m_LoadingProgressBars[clientId].NameText.gameObject.SetActive(false);
m_LoadingProgressBars.Remove(clientId);
}
public void UpdateLoadingScreen(string sceneName)
{
if (m_LoadingScreenRunning)
{
m_SceneName.text = sceneName;
if (m_FadeOutCoroutine != null)
{
StopCoroutine(m_FadeOutCoroutine);
}
}
}
void SetCanvasVisibility(bool visible)
{
m_CanvasGroup.alpha = visible ? 1 : 0;
m_CanvasGroup.blocksRaycasts = visible;
}
IEnumerator FadeOutCoroutine()
{
yield return new WaitForSeconds(m_DelayBeforeFadeOut);
m_LoadingScreenRunning = false;
float currentTime = 0;
while (currentTime < m_FadeOutDuration)
{
m_CanvasGroup.alpha = Mathf.Lerp(1, 0, currentTime / m_FadeOutDuration);
yield return null;
currentTime += Time.deltaTime;
}
SetCanvasVisibility(false);
}
}
}