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