321 lines
8.4 KiB
C#
321 lines
8.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Data;
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using System.Runtime.InteropServices;
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using System.Text;
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using NaughtyAttributes;
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using UnityEditor.Experimental.Rendering;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using TMPro;
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enum LoadState
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{
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Idle,
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FadeOut,
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UnityUnload,
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Cleanup,
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UnityLoad,
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SceneSetup,
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Sync,
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FadeIn,
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COUNT
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}
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public class Bootstrap : MonoBehaviour
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{
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[Header( "Debug" )]
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[SerializeField]
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private bool _debugMode;
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[Header( "Config" )]
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[SerializeField] [Expandable]
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private BootstrapConfig _config;
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private static Bootstrap _instance;
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private LoadState _loadState;
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private Coroutine _currentSceneLoad;
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private SceneType _activeSceneType;
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private SceneLoader _activeScene;
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private string _activeSceneName;
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[Header( "References" )]
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[SerializeField]
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private Image _fader;
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[SerializeField]
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private TMP_Text _debugDisplay;
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//private LevelDescriptor _activeLevelDescriptor;
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private List<LevelDescriptor> _loadedLevels = new List<LevelDescriptor>();
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private Queue<LevelDescriptor> _toLoadLevels = new Queue<LevelDescriptor>();
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private AsyncOperation _levelLoadAsync = null;
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private Queue<LevelDescriptor> _toUnloadLevels = new Queue<LevelDescriptor>();
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private AsyncOperation _levelUnloadAsync = null;
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public bool IsLoading => _loadState != LoadState.Idle;
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private void QueryLoadState()
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{
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if ( _activeScene != null && _activeScene.ToLoad != SceneType.None )
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{
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LoadScene( _activeScene.ToLoad );
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}
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}
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private void Awake()
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{
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_instance = this;
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if ( _debugMode )
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{
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StartCoroutine( DebugCR() );
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}
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}
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void Start()
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{
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LoadScene( SceneType.BootSequence );
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}
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public static void LoadScene( SceneType scene )
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{
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if ( _instance.IsLoading )
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{
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Debug.LogError( "[Bootstrap]: couldn't load scene: another load operation already active." );
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return;
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}
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_instance._currentSceneLoad = _instance.StartCoroutine( _instance.LoadSceneCR( scene ) );
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}
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public static void LoadLevel( LevelDescriptor descriptor )
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{
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_instance._toLoadLevels.Enqueue( descriptor );
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}
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private IEnumerator DebugCR()
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{
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LoadState loadState = LoadState.COUNT;
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StringBuilder sb = new StringBuilder();
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while ( true )
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{
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if ( _loadState != loadState )
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{
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loadState = _loadState;
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sb.Clear();
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sb.Append( "LoadState::" );
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sb.AppendLine( _loadState.ToString() );
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if ( _activeSceneName != null )
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{
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sb.AppendFormat( "S: {0} ({1})", _activeSceneType, _activeSceneName );
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}
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else
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{
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sb.AppendFormat( "S: [none]" );
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}
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sb.Append( "\n" );
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if ( (_loadedLevels?.Count ?? 0) > 0 )
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{
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sb.Append( "L: " );
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for ( int i = 0; i < _loadedLevels.Count; ++i )
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{
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sb.Append( _loadedLevels[ i ].LevelScene );
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if ( i != _loadedLevels.Count - 1 )
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{
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sb.Append( ", " );
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}
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}
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}
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else
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{
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sb.AppendFormat( "L: [none]" );
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}
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sb.Append( "\n" );
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sb.AppendFormat( "Load: {0} ({1} queued)\n", _levelLoadAsync?.isDone ?? true ? "idle" : "busy" , _toLoadLevels.Count );
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sb.AppendFormat( "Unload: {0} ({1} queued)\n", _levelUnloadAsync?.isDone ?? true ? "idle" : "busy" , _toUnloadLevels.Count );
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_debugDisplay.SetText( sb.ToString() );
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}
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yield return null;
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}
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}
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private bool ProcessLevelUnloads()
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{
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if (_levelUnloadAsync?.isDone ?? true)
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{
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while (true)
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{
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if ( _toUnloadLevels.Count == 0 )
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{
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break;
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}
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var target = _toUnloadLevels.Dequeue();
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if ( _loadedLevels.Contains( target ) == false )
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{
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continue;
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}
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_levelUnloadAsync = SceneManager.UnloadSceneAsync( target.LevelScene );
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_loadedLevels.Remove( target );
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return false;
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}
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}
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return (_levelUnloadAsync?.isDone ?? true) && _toUnloadLevels.Count == 0;
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}
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private bool ProcessLevelLoads()
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{
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if (_levelLoadAsync?.isDone ?? true)
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{
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while (true)
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{
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if ( _toLoadLevels.Count == 0 )
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{
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break;
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}
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var target = _toLoadLevels.Dequeue();
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if ( _loadedLevels.Contains( target ) )
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{
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continue;
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}
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_levelLoadAsync = SceneManager.LoadSceneAsync( target.LevelScene, LoadSceneMode.Additive );
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_loadedLevels.Add( target );
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return false;
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}
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}
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return (_levelLoadAsync?.isDone ?? true) && _toLoadLevels.Count == 0;
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}
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private IEnumerator LoadSceneCR( SceneType scene )
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{
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AsyncOperation asyncOp;
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// fade out
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_loadState = LoadState.FadeOut;
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_fader.CrossFadeAlpha( 1f, _config.TransitionDuration, true );
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yield return new WaitForSecondsRealtime( _config.TransitionDuration );
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// unload unity's scenes
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_loadState = LoadState.UnityUnload;
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if ( _activeSceneName != null )
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{
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// unload main scene
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asyncOp = SceneManager.UnloadSceneAsync( _activeSceneName );
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while ( asyncOp.isDone == false )
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yield return null;
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_activeScene = null;
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_activeSceneName = null;
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}
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// cleanup
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_loadState = LoadState.Cleanup;
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if ( scene == SceneType.Gameplay )
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{
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_toUnloadLevels.Clear();
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_toLoadLevels.Clear();
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_loadedLevels.Clear();
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_toLoadLevels.Enqueue( _config.StartLevel );
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}
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else
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{
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_toLoadLevels.Clear();
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for ( int i = 0; i < _loadedLevels.Count; ++i )
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{
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if ( _toUnloadLevels.Contains( _loadedLevels[ i ] ) == false )
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{
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_toUnloadLevels.Enqueue( _loadedLevels[ i ] );
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}
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}
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}
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// 6 collections, as that is the deepest unity hierarchies go.
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for ( int i = 0; i < 6; ++i )
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{
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GC.Collect();
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yield return null;
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}
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// unity loading
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_loadState = LoadState.UnityLoad;
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_activeSceneType = scene;
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_activeSceneName = _config.GetScene( scene );
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asyncOp = SceneManager.LoadSceneAsync( _activeSceneName, LoadSceneMode.Additive );
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while ( asyncOp.isDone == false )
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yield return null;
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// setup
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_loadState = LoadState.SceneSetup;
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_activeScene = FindObjectOfType<SceneLoader>();
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while ( _activeScene.LoadComplete == false )
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yield return null;
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// sync
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_loadState = LoadState.Sync;
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while ( ProcessLevelUnloads() == false )
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{
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yield return null;
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}
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while ( ProcessLevelLoads() == false )
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{
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yield return null;
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}
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// fade in
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_loadState = LoadState.FadeIn;
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_fader.CrossFadeAlpha( 0f, _config.TransitionDuration, true );
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yield return new WaitForSecondsRealtime( _config.TransitionDuration );
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yield return null;
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_loadState = LoadState.Idle;
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_currentSceneLoad = null;
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}
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private void Update()
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{
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if ( !IsLoading )
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{
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QueryLoadState();
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if ( _activeSceneType == SceneType.Gameplay )
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{
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if ( ProcessLevelUnloads() )
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{
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ProcessLevelLoads();
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}
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}
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}
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}
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} |