959e80cf72
assets upload description.
172 lines
4.8 KiB
C#
172 lines
4.8 KiB
C#
using RPGCreationKit.CellsSystem;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
namespace RPGCreationKit
|
|
{
|
|
public static class LoadingScreenInfo
|
|
{
|
|
public static List<string> whatToLoadPriority = new List<string>();
|
|
public static List<string> whatToLoad = new List<string>();
|
|
}
|
|
|
|
public class LoadingScreenManager : MonoBehaviour
|
|
{
|
|
public bool isFinished = false;
|
|
public static LoadingScreenManager instance;
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
public GameObject loadingText;
|
|
public Animation fadeInOut;
|
|
|
|
public List<GameObject> loadingScreens;
|
|
private Stack<GameObject> usedLoadingScreens = new Stack<GameObject>();
|
|
|
|
private void Start()
|
|
{
|
|
StartLoading();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for very small loading < 1 sec
|
|
/// </summary>
|
|
/// <param name="_time"></param>
|
|
public void StartLoadingAfterTime(float _time)
|
|
{
|
|
Invoke("StartLoading", _time);
|
|
}
|
|
|
|
List<AsyncOperation> priorityOperations = new List<AsyncOperation>();
|
|
List<AsyncOperation> operations = new List<AsyncOperation>();
|
|
public void StartLoading()
|
|
{
|
|
for (int i = 0; i < loadingScreens.Count; i++)
|
|
usedLoadingScreens.Push(loadingScreens[i]);
|
|
|
|
loadingText.SetActive(true);
|
|
|
|
ChangeLoadingScreen();
|
|
|
|
// Load
|
|
isFinished = false;
|
|
|
|
StartCoroutine(IsLoadingFinished());
|
|
}
|
|
|
|
|
|
public void ChangeLoadingScreen()
|
|
{
|
|
// Pick a random loading screen that wasn't used before
|
|
if (usedLoadingScreens.Count > 0)
|
|
StartCoroutine(UseLoadingScreen(usedLoadingScreens.Pop()));
|
|
else
|
|
{
|
|
for (int i = 0; i < loadingScreens.Count; i++)
|
|
usedLoadingScreens.Push(loadingScreens[i]);
|
|
|
|
if(loadingScreens.Count != 0)
|
|
ChangeLoadingScreen();
|
|
}
|
|
}
|
|
|
|
private GameObject previousObj;
|
|
public IEnumerator UseLoadingScreen(GameObject _obj)
|
|
{
|
|
// Fadeout
|
|
fadeInOut.Play("FadeIn");
|
|
|
|
while (fadeInOut.isPlaying)
|
|
yield return null;
|
|
|
|
if (previousObj != null)
|
|
previousObj.SetActive(false);
|
|
|
|
fadeInOut.Play("FadeOut");
|
|
|
|
// Enable screen
|
|
_obj.SetActive(true);
|
|
var objAnim = _obj.GetComponent<Animation>();
|
|
|
|
while (objAnim.isPlaying)
|
|
yield return null;
|
|
|
|
previousObj = _obj;
|
|
|
|
ChangeLoadingScreen();
|
|
}
|
|
|
|
public IEnumerator IsLoadingFinished()
|
|
{
|
|
Stack<string> pOp = new Stack<string>();
|
|
for (int i = LoadingScreenInfo.whatToLoadPriority.Count - 1; i >= 0; i--)
|
|
pOp.Push(LoadingScreenInfo.whatToLoadPriority[i]);
|
|
|
|
while (pOp.Count > 0)
|
|
{
|
|
var op = SceneManager.LoadSceneAsync(pOp.Pop(), LoadSceneMode.Additive);
|
|
priorityOperations.Add(op);
|
|
yield return null;
|
|
}
|
|
|
|
while (priorityOperations.Count > 0)
|
|
{
|
|
for (int i = 0; i < priorityOperations.Count; i++)
|
|
{
|
|
if (priorityOperations[i].isDone)
|
|
priorityOperations.Remove(priorityOperations[i]);
|
|
|
|
yield return null;
|
|
}
|
|
|
|
yield return null;
|
|
}
|
|
|
|
Stack<string> sOp = new Stack<string>();
|
|
for (int i = LoadingScreenInfo.whatToLoad.Count-1; i >= 0; i--)
|
|
sOp.Push(LoadingScreenInfo.whatToLoad[i]);
|
|
|
|
while(sOp.Count > 0)
|
|
{
|
|
var op = SceneManager.LoadSceneAsync(sOp.Pop(), LoadSceneMode.Additive);
|
|
operations.Add(op);
|
|
yield return null;
|
|
}
|
|
|
|
while (operations.Count > 0)
|
|
{
|
|
for (int i = 0; i < operations.Count; i++)
|
|
{
|
|
if (operations[i].isDone)
|
|
operations.Remove(operations[i]);
|
|
|
|
yield return null;
|
|
}
|
|
|
|
yield return null;
|
|
}
|
|
|
|
if (WorldManager.instance != null)
|
|
{
|
|
while (WorldManager.instance.isLoading)
|
|
yield return null;
|
|
}
|
|
|
|
OnLoadEnds();
|
|
}
|
|
|
|
public void OnLoadEnds()
|
|
{
|
|
LoadingScreenInfo.whatToLoad.Clear();
|
|
LoadingScreenInfo.whatToLoadPriority.Clear();
|
|
|
|
isFinished = true;
|
|
|
|
SceneManager.UnloadSceneAsync("_LoadingScreen_");
|
|
}
|
|
}
|
|
} |