An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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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
{
Texture2D loadingTexture;
string sceneToLoad;
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>();
sceneLoader.sceneToLoad = _sceneToLoad;
sceneLoader.loadingTexture = _loadingTexture;
}
void Start()
{
StartCoroutine(DoLoadSequence());
}
IEnumerator DoLoadSequence()
{
// Wait until loading image has been displayed in OnGUI
while (loadingTexture != null &&
!displayedImage)
{
yield return new WaitForEndOfFrame();
}
// Destroy tagged objects to release asset references
GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("DestroyOnSceneLoad");
foreach (GameObject go in gameObjects)
{
DestroyImmediate(go);
}
// 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);
}
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;
}
}
}
}