using UnityEngine; using System.Collections; using System; namespace Fungus { /** * Helper component for loading a new scene. * A fullscreen loading image is displayed while loading the new scene. * All Rooms are destroyed and unused assets are released from memory before loading the new scene to minimize memory footprint. * For streaming Web Player builds, the loading image will be displayed until the requested level has finished downloading. */ public class SceneLoader : MonoBehaviour { protected Texture2D loadingTexture; protected string sceneToLoad; protected bool displayedImage; /** * Asynchronously load a new scene. * @param _sceneToLoad The name of the scene to load. Scenes must be added in project build settings. * @param _loadingTexture Loading image to display while loading the new scene. */ static public void LoadScene(string _sceneToLoad, Texture2D _loadingTexture) { // Unity does not provide a way to check if the named scene actually exists in the project. GameObject go = new GameObject("SceneLoader"); DontDestroyOnLoad(go); SceneLoader sceneLoader = go.AddComponent(); sceneLoader.sceneToLoad = _sceneToLoad; sceneLoader.loadingTexture = _loadingTexture; } protected virtual void Start() { StartCoroutine(DoLoadBlock()); } IEnumerator DoLoadBlock() { // Wait until loading image has been displayed in OnGUI while (loadingTexture != null && !displayedImage) { yield return new WaitForEndOfFrame(); } // Sprites tend to take up most of the memory in a Fungus game, so destroy all sprite objects // first to free up memory for loading in the next scene. SpriteRenderer[] renderers = GameObject.FindObjectsOfType(); foreach (SpriteRenderer renderer in renderers) { if (renderer != null) { DestroyImmediate(renderer.gameObject); } } // Wait for objects to actually be destroyed at end of run loop yield return new WaitForEndOfFrame(); // All Room assets should no longer be referenced now, so unload them. yield return Resources.UnloadUnusedAssets(); // Wait until scene has finished downloading (WebPlayer only) while (!Application.CanStreamedLevelBeLoaded(sceneToLoad)) { yield return new WaitForEndOfFrame(); } // Load the scene (happens at end of frame) Application.LoadLevel(sceneToLoad); yield return new WaitForEndOfFrame(); // Clean up any remaining unused assets Resources.UnloadUnusedAssets(); // We're now finished with the SceneLoader Destroy(gameObject); } protected virtual void OnGUI() { if (loadingTexture == null) { return; } GUI.depth = -2000; float h = Screen.height; float w = (float)loadingTexture.width * (h / (float)loadingTexture.height); float x = Screen.width / 2 - w / 2; float y = 0; Rect rect = new Rect(x, y, w, h); GUI.DrawTexture(rect, loadingTexture); if (Event.current.type == EventType.Repaint) { // Flag that image is now being shown displayedImage = true; } } } }