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