Insanely huge initial commit

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2026-02-21 16:40:15 -08:00
parent 208d626100
commit f74c547a13
33825 changed files with 5213498 additions and 0 deletions

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component on an object, specify a scene name in its inspector, and call LoadScene() to load the desired scene.
/// </summary>
public class MMLoadScene : MonoBehaviour
{
/// the possible modes to load scenes. Either Unity's native API, or MoreMountains' LoadingSceneManager
public enum LoadingSceneModes { UnityNative, MMSceneLoadingManager, MMAdditiveSceneLoadingManager }
/// the name of the scene that needs to be loaded when LoadScene gets called
[Tooltip("the name of the scene that needs to be loaded when LoadScene gets called")]
public string SceneName;
/// defines whether the scene will be loaded using Unity's native API or MoreMountains' way
[Tooltip("defines whether the scene will be loaded using Unity's native API or MoreMountains' way")]
public LoadingSceneModes LoadingSceneMode = LoadingSceneModes.UnityNative;
/// <summary>
/// Loads the scene specified in the inspector
/// </summary>
public virtual void LoadScene()
{
switch (LoadingSceneMode)
{
case LoadingSceneModes.UnityNative:
SceneManager.LoadScene (SceneName);
break;
case LoadingSceneModes.MMSceneLoadingManager:
MMSceneLoadingManager.LoadScene (SceneName);
break;
case LoadingSceneModes.MMAdditiveSceneLoadingManager:
MMAdditiveSceneLoadingManager.LoadScene(SceneName);
break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace MoreMountains.Tools
{
/// <summary>
/// A very simple class, meant to be used within a MMSceneLoading screen, to update the fill amount of an Image
/// based on loading progress
/// </summary>
public class MMSceneLoadingImageProgress : MonoBehaviour
{
protected Image _image;
/// <summary>
/// On Awake we store our Image
/// </summary>
protected virtual void Awake()
{
_image = this.gameObject.GetComponent<Image>();
}
/// <summary>
/// Meant to be called by the MMSceneLoadingManager, turns the progress of a load into fill amount
/// </summary>
/// <param name="newValue"></param>
public virtual void SetProgress(float newValue)
{
_image.fillAmount = newValue;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
namespace MoreMountains.Tools
{
/// <summary>
/// A very simple class, meant to be used within a MMSceneLoading screen, to update a Text
/// based on loading progress
/// </summary>
public class MMSceneLoadingTextProgress : MonoBehaviour
{
/// the value to which the progress' zero value should be remapped to
[Tooltip("the value to which the progress' zero value should be remapped to")]
public float RemapMin = 0f;
/// the value to which the progress' one value should be remapped to
[Tooltip("the value to which the progress' one value should be remapped to")]
public float RemapMax = 100f;
/// the amount of decimals to display
[Tooltip("the amount of decimals to display")]
public int NumberOfDecimals = 0;
protected Text _text;
/// <summary>
/// On Awake we grab our Text and store it
/// </summary>
protected virtual void Awake()
{
_text = this.gameObject.GetComponent<Text>();
}
/// <summary>
/// Updates the Text with the progress value
/// </summary>
/// <param name="newValue"></param>
public virtual void SetProgress(float newValue)
{
float remappedValue = MMMaths.Remap(newValue, 0f, 1f, RemapMin, RemapMax);
float displayValue = MMMaths.RoundToDecimal(remappedValue, NumberOfDecimals);
_text.text = displayValue.ToString(CultureInfo.InvariantCulture);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
using UnityEngine.Events;
namespace MoreMountains.Tools
{
[System.Serializable]
public class ProgressEvent : UnityEvent<float>{}
/// <summary>
/// A simple class used to store additive loading settings
/// </summary>
[Serializable]
public class MMAdditiveSceneLoadingManagerSettings
{
/// the possible ways to unload scenes
public enum UnloadMethods { None, ActiveScene, AllScenes };
/// the name of the MMSceneLoadingManager scene you want to use when in additive mode
[Tooltip("the name of the MMSceneLoadingManager scene you want to use when in additive mode")]
public string LoadingSceneName = "MMAdditiveLoadingScreen";
/// when in additive loading mode, the thread priority to apply to the loading
[Tooltip("when in additive loading mode, the thread priority to apply to the loading")]
public ThreadPriority ThreadPriority = ThreadPriority.High;
/// whether or not to make additional sanity checks (better leave this to true)
[Tooltip("whether or not to make additional sanity checks (better leave this to true)")]
public bool SecureLoad = true;
/// when in additive loading mode, whether or not to interpolate the progress bar's progress
[Tooltip("when in additive loading mode, whether or not to interpolate the progress bar's progress")]
public bool InterpolateProgress = true;
/// when in additive loading mode, when in additive loading mode, the duration (in seconds) of the delay before the entry fade
[Tooltip("when in additive loading mode, when in additive loading mode, the duration (in seconds) of the delay before the entry fade")]
public float BeforeEntryFadeDelay = 0f;
/// when in additive loading mode, the duration (in seconds) of the entry fade
[Tooltip("when in additive loading mode, the duration (in seconds) of the entry fade")]
public float EntryFadeDuration = 0.25f;
/// when in additive loading mode, the duration (in seconds) of the delay before the entry fade
[Tooltip("when in additive loading mode, the duration (in seconds) of the delay before the entry fade")]
public float AfterEntryFadeDelay = 0.1f;
/// when in additive loading mode, the duration (in seconds) of the delay before the exit fade
[Tooltip("when in additive loading mode, the duration (in seconds) of the delay before the exit fade")]
public float BeforeExitFadeDelay = 0.25f;
/// when in additive loading mode, the duration (in seconds) of the exit fade
[Tooltip("when in additive loading mode, the duration (in seconds) of the exit fade")]
public float ExitFadeDuration = 0.2f;
/// when in additive loading mode, when in additive loading mode, the tween to use to fade on entry
[Tooltip("when in additive loading mode, when in additive loading mode, the tween to use to fade on entry")]
public MMTweenType EntryFadeTween = null;
/// when in additive loading mode, the tween to use to fade on exit
[Tooltip("when in additive loading mode, the tween to use to fade on exit")]
public MMTweenType ExitFadeTween = null;
/// when in additive loading mode, the speed at which the loader's progress bar should move
[Tooltip("when in additive loading mode, the speed at which the loader's progress bar should move")]
public float ProgressBarSpeed = 5f;
/// a list of progress intervals (values should be between 0 and 1) and their associated speeds, letting you have the bar progress less linearly
[Tooltip("a list of progress intervals (values should be between 0 and 1) and their associated speeds, letting you have the bar progress less linearly")]
public List<MMSceneLoadingSpeedInterval> SpeedIntervals;
/// when in additive loading mode, the selective additive fade mode
[Tooltip("when in additive loading mode, the selective additive fade mode")]
public MMAdditiveSceneLoadingManager.FadeModes FadeMode = MMAdditiveSceneLoadingManager.FadeModes.FadeInThenOut;
/// the chosen way to unload scenes (none, only the active scene, all loaded scenes)
[Tooltip("the chosen way to unload scenes (none, only the active scene, all loaded scenes)")]
public UnloadMethods UnloadMethod = UnloadMethods.AllScenes;
/// the name of the anti spill scene to use when loading additively.
/// If left empty, that scene will be automatically created, but you can specify any scene to use for that. Usually you'll want your own anti spill scene to be just an empty scene, but you can customize its lighting settings for example.
[Tooltip("the name of the anti spill scene to use when loading additively." +
"If left empty, that scene will be automatically created, but you can specify any scene to use for that. Usually you'll want your own anti spill scene to be just an empty scene, but you can customize its lighting settings for example.")]
public string AntiSpillSceneName = "";
}
/// <summary>
/// A class used to define different interpolation speeds for specific progress intervals
/// </summary>
[Serializable]
public class MMSceneLoadingSpeedInterval
{
/// The progress interval (between 0 and 1)
public MMInterval<float> Interval;
/// the speed at which the bar should move on that interval
public float Speed = 1f;
}
/// <summary>
/// A class to load scenes using a loading screen instead of just the default API
/// This is a new version of the classic LoadingSceneManager (now renamed to MMSceneLoadingManager for consistency)
/// </summary>
public class MMAdditiveSceneLoadingManager : MMMonoBehaviour
{
/// The possible orders in which to play fades (depends on the fade you've set in your loading screen
public enum FadeModes { FadeInThenOut, FadeOutThenIn }
[MMInspectorGroup("Audio Listener", true, 3)]
public AudioListener LoadingAudioListener;
[MMInspectorGroup("Settings", true, 10)]
/// the ID on which to trigger a fade, has to match the ID on the fader in your scene
[Tooltip("the ID on which to trigger a fade, has to match the ID on the fader in your scene")]
public int FaderID = 500;
/// whether or not to output debug messages to the console
[Tooltip("whether or not to output debug messages to the console")]
public bool DebugMode = false;
[MMInspectorGroup("Progress Events", true, 11)]
/// an event used to update progress
[Tooltip("an event used to update progress")]
public ProgressEvent SetRealtimeProgressValue;
/// an event used to update progress with interpolation
[Tooltip("an event used to update progress with interpolation")]
public ProgressEvent SetInterpolatedProgressValue;
[MMInspectorGroup("State Events", true, 12)]
/// an event that will be invoked when the load starts
[Tooltip("an event that will be invoked when the load starts")]
public UnityEvent OnLoadStarted;
/// an event that will be invoked when the delay before the entry fade starts
[Tooltip("an event that will be invoked when the delay before the entry fade starts")]
public UnityEvent OnBeforeEntryFade;
/// an event that will be invoked when the entry fade starts
[Tooltip("an event that will be invoked when the entry fade starts")]
public UnityEvent OnEntryFade;
/// an event that will be invoked when the delay after the entry fade starts
[Tooltip("an event that will be invoked when the delay after the entry fade starts")]
public UnityEvent OnAfterEntryFade;
/// an event that will be invoked when the origin scene gets unloaded
[Tooltip("an event that will be invoked when the origin scene gets unloaded")]
public UnityEvent OnUnloadOriginScene;
/// an event that will be invoked when the destination scene starts loading
[Tooltip("an event that will be invoked when the destination scene starts loading")]
public UnityEvent OnLoadDestinationScene;
/// an event that will be invoked when the load of the destination scene is complete
[Tooltip("an event that will be invoked when the load of the destination scene is complete")]
public UnityEvent OnLoadProgressComplete;
/// an event that will be invoked when the interpolated load of the destination scene is complete
[Tooltip("an event that will be invoked when the interpolated load of the destination scene is complete")]
public UnityEvent OnInterpolatedLoadProgressComplete;
/// an event that will be invoked when the delay before the exit fade starts
[Tooltip("an event that will be invoked when the delay before the exit fade starts")]
public UnityEvent OnBeforeExitFade;
/// an event that will be invoked when the exit fade starts
[Tooltip("an event that will be invoked when the exit fade starts")]
public UnityEvent OnExitFade;
/// an event that will be invoked when the destination scene gets activated
[Tooltip("an event that will be invoked when the destination scene gets activated")]
public UnityEvent OnDestinationSceneActivation;
/// an event that will be invoked when the scene loader gets unloaded
[Tooltip("an event that will be invoked when the scene loader gets unloaded")]
public UnityEvent OnUnloadSceneLoader;
protected static bool _interpolateProgress;
protected static float _progressInterpolationSpeed;
protected static List<MMSceneLoadingSpeedInterval> _speedIntervals;
protected static float _beforeEntryFadeDelay;
protected static MMTweenType _entryFadeTween;
protected static float _entryFadeDuration;
protected static float _afterEntryFadeDelay;
protected static float _beforeExitFadeDelay;
protected static MMTweenType _exitFadeTween;
protected static float _exitFadeDuration;
protected static FadeModes _fadeMode;
protected static string _sceneToLoadName = "";
protected static string _loadingScreenSceneName;
protected static List<string> _scenesInBuild;
protected static Scene[] _initialScenes;
protected float _loadProgress = 0f;
protected float _interpolatedLoadProgress;
protected static bool _loadingInProgress = false;
protected AsyncOperation _unloadOriginAsyncOperation;
protected AsyncOperation _loadDestinationAsyncOperation;
protected AsyncOperation _unloadLoadingAsyncOperation;
protected bool _setRealtimeProgressValueIsNull;
protected bool _setInterpolatedProgressValueIsNull;
protected const float _asyncProgressLimit = 0.9f;
protected MMSceneLoadingAntiSpill _antiSpill = new MMSceneLoadingAntiSpill();
protected static string _antiSpillSceneName = "";
/// <summary>
/// Call this static method to load a scene from anywhere (packed settings signature)
/// </summary>
/// <param name="sceneToLoadName"></param>
/// <param name="settings"></param>
public static void LoadScene(string sceneToLoadName, MMAdditiveSceneLoadingManagerSettings settings)
{
LoadScene(sceneToLoadName, settings.LoadingSceneName, settings.ThreadPriority, settings.SecureLoad, settings.InterpolateProgress,
settings.BeforeEntryFadeDelay, settings.EntryFadeDuration, settings.AfterEntryFadeDelay, settings.BeforeExitFadeDelay,
settings.ExitFadeDuration, settings.EntryFadeTween, settings.ExitFadeTween, settings.ProgressBarSpeed, settings.FadeMode, settings.UnloadMethod, settings.AntiSpillSceneName,
settings.SpeedIntervals);
}
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoadName">Level name.</param>
public static void LoadScene(string sceneToLoadName, string loadingSceneName = "MMAdditiveLoadingScreen",
ThreadPriority threadPriority = ThreadPriority.High, bool secureLoad = true,
bool interpolateProgress = true,
float beforeEntryFadeDelay = 0f,
float entryFadeDuration = 0.25f,
float afterEntryFadeDelay = 0.1f,
float beforeExitFadeDelay = 0.25f,
float exitFadeDuration = 0.2f,
MMTweenType entryFadeTween = null, MMTweenType exitFadeTween = null,
float progressBarSpeed = 5f,
FadeModes fadeMode = FadeModes.FadeInThenOut,
MMAdditiveSceneLoadingManagerSettings.UnloadMethods unloadMethod = MMAdditiveSceneLoadingManagerSettings.UnloadMethods.AllScenes,
string antiSpillSceneName = "",
List<MMSceneLoadingSpeedInterval> speedIntervals = null)
{
if (_loadingInProgress)
{
Debug.LogError("MMLoadingSceneManagerAdditive : a request to load a new scene was emitted while a scene load was already in progress");
return;
}
if (entryFadeTween == null)
{
entryFadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic);
}
if (exitFadeTween == null)
{
exitFadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic);
}
if (secureLoad)
{
_scenesInBuild = MMScene.GetScenesInBuild();
if (!_scenesInBuild.Contains(sceneToLoadName))
{
Debug.LogError("MMLoadingSceneManagerAdditive : impossible to load the '"+sceneToLoadName+"' scene, " +
"there is no such scene in the project's build settings.");
return;
}
if (!_scenesInBuild.Contains(loadingSceneName))
{
Debug.LogError("MMLoadingSceneManagerAdditive : impossible to load the '"+loadingSceneName+"' scene, " +
"there is no such scene in the project's build settings.");
return;
}
}
_loadingInProgress = true;
_initialScenes = GetScenesToUnload(unloadMethod);
Application.backgroundLoadingPriority = threadPriority;
_sceneToLoadName = sceneToLoadName;
_loadingScreenSceneName = loadingSceneName;
_beforeEntryFadeDelay = beforeEntryFadeDelay;
_entryFadeDuration = entryFadeDuration;
_entryFadeTween = entryFadeTween;
_afterEntryFadeDelay = afterEntryFadeDelay;
_progressInterpolationSpeed = progressBarSpeed;
_beforeExitFadeDelay = beforeExitFadeDelay;
_exitFadeDuration = exitFadeDuration;
_exitFadeTween = exitFadeTween;
_fadeMode = fadeMode;
_interpolateProgress = interpolateProgress;
_antiSpillSceneName = antiSpillSceneName;
_speedIntervals = speedIntervals;
SceneManager.LoadScene(_loadingScreenSceneName, LoadSceneMode.Additive);
}
private static Scene[] GetScenesToUnload(MMAdditiveSceneLoadingManagerSettings.UnloadMethods unloaded)
{
switch (unloaded) {
case MMAdditiveSceneLoadingManagerSettings.UnloadMethods.None:
_initialScenes = new Scene[0];
break;
case MMAdditiveSceneLoadingManagerSettings.UnloadMethods.ActiveScene:
_initialScenes = new Scene[1] {SceneManager.GetActiveScene()};
break;
default:
case MMAdditiveSceneLoadingManagerSettings.UnloadMethods.AllScenes:
_initialScenes = MMScene.GetLoadedScenes();
break;
}
return _initialScenes;
}
/// <summary>
/// Starts loading the new level asynchronously
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// Initializes timescale, computes null checks, and starts the load sequence
/// </summary>
protected virtual void Initialization()
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initialization");
if (DebugMode)
{
foreach (Scene scene in _initialScenes)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initial scene : " + scene.name);
}
}
_setRealtimeProgressValueIsNull = SetRealtimeProgressValue == null;
_setInterpolatedProgressValueIsNull = SetInterpolatedProgressValue == null;
Time.timeScale = 1f;
if ((_sceneToLoadName == "") || (_loadingScreenSceneName == ""))
{
return;
}
StartCoroutine(LoadSequence());
}
/// <summary>
/// Every frame, we fill the bar smoothly according to loading progress
/// </summary>
protected virtual void Update()
{
UpdateProgress();
}
/// <summary>
/// Sends progress value via UnityEvents
/// </summary>
protected virtual void UpdateProgress()
{
if (!_setRealtimeProgressValueIsNull)
{
SetRealtimeProgressValue.Invoke(_loadProgress);
}
if (_interpolateProgress)
{
_interpolatedLoadProgress = MMMaths.Approach(_interpolatedLoadProgress, _loadProgress, Time.unscaledDeltaTime * ComputeInterpolationSpeed(_interpolatedLoadProgress));
if (!_setInterpolatedProgressValueIsNull)
{
SetInterpolatedProgressValue.Invoke(_interpolatedLoadProgress);
}
}
else
{
SetInterpolatedProgressValue.Invoke(_loadProgress);
}
}
/// <summary>
/// Computes the interpolation speed to apply for a specific progress time
/// </summary>
/// <param name="t"></param>
/// <returns></returns>
public static float ComputeInterpolationSpeed(float t)
{
if ((_speedIntervals != null) && (_speedIntervals.Count > 0))
{
foreach (MMSceneLoadingSpeedInterval interval in _speedIntervals)
{
if (interval.Interval.Contains(t))
{
return interval.Speed;
}
}
}
return _progressInterpolationSpeed;
}
/// <summary>
/// Loads the scene to load asynchronously.
/// </summary>
protected virtual IEnumerator LoadSequence()
{
_antiSpill?.PrepareAntiFill(_sceneToLoadName, _antiSpillSceneName);
InitiateLoad();
yield return ProcessDelayBeforeEntryFade();
yield return EntryFade();
yield return ProcessDelayAfterEntryFade();
yield return UnloadOriginScenes();
yield return LoadDestinationScene();
yield return ProcessDelayBeforeExitFade();
yield return DestinationSceneActivation();
yield return ExitFade();
yield return UnloadSceneLoader();
}
/// <summary>
/// Initializes counters and timescale
/// </summary>
protected virtual void InitiateLoad()
{
_loadProgress = 0f;
_interpolatedLoadProgress = 0f;
Time.timeScale = 1f;
SetAudioListener(false);
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : Initiate Load");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadStarted);
OnLoadStarted?.Invoke();
}
/// <summary>
/// Waits for the specified BeforeEntryFadeDelay duration
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ProcessDelayBeforeEntryFade()
{
if (_beforeEntryFadeDelay > 0f)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay before entry fade, duration : " + _beforeEntryFadeDelay);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.BeforeEntryFade);
OnBeforeEntryFade?.Invoke();
yield return MMCoroutine.WaitForUnscaled(_beforeEntryFadeDelay);
}
}
/// <summary>
/// Calls a fader on entry
/// </summary>
/// <returns></returns>
protected virtual IEnumerator EntryFade()
{
if (_entryFadeDuration > 0f)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : entry fade, duration : " + _entryFadeDuration);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.EntryFade);
OnEntryFade?.Invoke();
if (_fadeMode == FadeModes.FadeOutThenIn)
{
yield return null;
MMFadeOutEvent.Trigger(_entryFadeDuration, _entryFadeTween, FaderID, true);
}
else
{
yield return null;
MMFadeInEvent.Trigger(_entryFadeDuration, _entryFadeTween, FaderID, true);
}
yield return MMCoroutine.WaitForUnscaled(_entryFadeDuration);
}
}
/// <summary>
/// Waits for the specified AfterEntryFadeDelay
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ProcessDelayAfterEntryFade()
{
if (_afterEntryFadeDelay > 0f)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay after entry fade, duration : " + _afterEntryFadeDelay);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.AfterEntryFade);
OnAfterEntryFade?.Invoke();
yield return MMCoroutine.WaitForUnscaled(_afterEntryFadeDelay);
}
}
/// <summary>
/// Unloads the original scene(s) and waits for the unload to complete
/// </summary>
/// <returns></returns>
protected virtual IEnumerator UnloadOriginScenes()
{
foreach (Scene scene in _initialScenes)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : unload scene " + scene.name);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.UnloadOriginScene);
OnUnloadOriginScene?.Invoke();
if (!scene.IsValid() || !scene.isLoaded)
{
Debug.LogWarning("MMLoadingSceneManagerAdditive : invalid scene : " + scene.name);
continue;
}
_unloadOriginAsyncOperation = SceneManager.UnloadSceneAsync(scene);
SetAudioListener(true);
while (_unloadOriginAsyncOperation.progress < _asyncProgressLimit)
{
yield return null;
}
}
}
/// <summary>
/// Loads the destination scene
/// </summary>
/// <returns></returns>
protected virtual IEnumerator LoadDestinationScene()
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : load destination scene");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadDestinationScene);
OnLoadDestinationScene?.Invoke();
_loadDestinationAsyncOperation = SceneManager.LoadSceneAsync(_sceneToLoadName, LoadSceneMode.Additive );
_loadDestinationAsyncOperation.completed += OnLoadOperationComplete;
_loadDestinationAsyncOperation.allowSceneActivation = false;
while (_loadDestinationAsyncOperation.progress < _asyncProgressLimit)
{
_loadProgress = _loadDestinationAsyncOperation.progress;
yield return null;
}
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : load progress complete");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.LoadProgressComplete);
OnLoadProgressComplete?.Invoke();
// when the load is close to the end (it'll never reach it), we set it to 100%
_loadProgress = 1f;
// we wait for the bar to be visually filled to continue
if (_interpolateProgress)
{
while (_interpolatedLoadProgress < 1f)
{
yield return null;
}
}
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : interpolated load complete");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.InterpolatedLoadProgressComplete);
OnInterpolatedLoadProgressComplete?.Invoke();
}
/// <summary>
/// Waits for BeforeExitFadeDelay seconds
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ProcessDelayBeforeExitFade()
{
if (_beforeExitFadeDelay > 0f)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : delay before exit fade, duration : " + _beforeExitFadeDelay);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.BeforeExitFade);
OnBeforeExitFade?.Invoke();
yield return MMCoroutine.WaitForUnscaled(_beforeExitFadeDelay);
}
}
/// <summary>
/// Requests a fade on exit
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ExitFade()
{
SetAudioListener(false);
if (_exitFadeDuration > 0f)
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : exit fade, duration : " + _exitFadeDuration);
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.ExitFade);
OnExitFade?.Invoke();
if (_fadeMode == FadeModes.FadeOutThenIn)
{
MMFadeInEvent.Trigger(_exitFadeDuration, _exitFadeTween, FaderID, true);
}
else
{
MMFadeOutEvent.Trigger(_exitFadeDuration, _exitFadeTween, FaderID, true);
}
yield return MMCoroutine.WaitForUnscaled(_exitFadeDuration);
}
}
/// <summary>
/// Activates the destination scene
/// </summary>
protected virtual IEnumerator DestinationSceneActivation()
{
yield return MMCoroutine.WaitForFrames(1);
_loadDestinationAsyncOperation.allowSceneActivation = true;
while (_loadDestinationAsyncOperation.progress < 1.0f)
{
yield return null;
}
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : activating destination scene");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.DestinationSceneActivation);
OnDestinationSceneActivation?.Invoke();
}
/// <summary>
/// A method triggered when the async operation completes
/// </summary>
/// <param name="obj"></param>
protected virtual void OnLoadOperationComplete(AsyncOperation obj)
{
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_sceneToLoadName));
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : set active scene to " + _sceneToLoadName);
}
/// <summary>
/// Unloads the scene loader
/// </summary>
/// <returns></returns>
protected virtual IEnumerator UnloadSceneLoader()
{
MMLoadingSceneDebug("MMLoadingSceneManagerAdditive : unloading scene loader");
MMSceneLoadingManager.LoadingSceneEvent.Trigger(_sceneToLoadName, MMSceneLoadingManager.LoadingStatus.UnloadSceneLoader);
OnUnloadSceneLoader?.Invoke();
yield return null; // mandatory yield to avoid an unjustified warning
_unloadLoadingAsyncOperation = SceneManager.UnloadSceneAsync(_loadingScreenSceneName);
while (_unloadLoadingAsyncOperation.progress < _asyncProgressLimit)
{
yield return null;
}
}
/// <summary>
/// Turns the loading audio listener on or off
/// </summary>
/// <param name="state"></param>
protected virtual void SetAudioListener(bool state)
{
if (LoadingAudioListener != null)
{
//LoadingAudioListener.gameObject.SetActive(state);
}
}
/// <summary>
/// On Destroy we reset our state
/// </summary>
protected virtual void OnDestroy()
{
_loadingInProgress = false;
}
/// <summary>
/// A debug method used to output console messages, for this class only
/// </summary>
/// <param name="message"></param>
protected virtual void MMLoadingSceneDebug(string message)
{
if (!DebugMode)
{
return;
}
string output = "";
output += "<color=#82d3f9>[" + Time.frameCount + "]</color> ";
output += "<color=#f9a682>[" + MMTime.FloatToTimeString(Time.time, false, true, true, true) + "]</color> ";
output += message;
Debug.Log(output);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// This helper class, meant to be used by the MMAdditiveSceneLoadingManager, creates a temporary scene to store objects that might get instantiated, and empties it in the destination scene once loading is complete
/// </summary>
public class MMSceneLoadingAntiSpill
{
protected Scene _antiSpillScene;
protected Scene _destinationScene;
protected UnityAction<Scene, Scene> _onActiveSceneChangedCallback;
protected string _sceneToLoadName;
protected string _antiSpillSceneName;
protected List<GameObject> _spillSceneRoots = new List<GameObject>(50);
protected static List<string> _scenesInBuild;
/// <summary>
/// Creates the temporary scene
/// </summary>
/// <param name="sceneToLoadName"></param>
public virtual void PrepareAntiFill(string sceneToLoadName, string antiSpillSceneName = "")
{
_destinationScene = default;
_sceneToLoadName = sceneToLoadName;
if (antiSpillSceneName == "")
{
_antiSpillScene = SceneManager.CreateScene($"AntiSpill_{sceneToLoadName}");
PrepareAntiFillSetSceneActive();
}
else
{
_scenesInBuild = MMScene.GetScenesInBuild();
if (!_scenesInBuild.Contains(antiSpillSceneName))
{
Debug.LogError("MMSceneLoadingAntiSpill : impossible to load the '"+antiSpillSceneName+"' scene, " +
"there is no such scene in the project's build settings.");
return;
}
SceneManager.LoadScene(antiSpillSceneName, LoadSceneMode.Additive);
_antiSpillScene = SceneManager.GetSceneByName(antiSpillSceneName);
_antiSpillSceneName = _antiSpillScene.name;
SceneManager.sceneLoaded += PrepareAntiFillOnSceneLoaded;
}
}
/// <summary>
/// When not creating an anti fill scene, acts once the scene has been actually created and is ready to be set active
/// This is bypassed when creating the scene
/// </summary>
/// <param name="newScene"></param>
/// <param name="mode"></param>
protected virtual void PrepareAntiFillOnSceneLoaded(Scene newScene, LoadSceneMode mode)
{
if (newScene.name != _antiSpillSceneName)
{
return;
}
SceneManager.sceneLoaded -= PrepareAntiFillOnSceneLoaded;
PrepareAntiFillSetSceneActive();
}
/// <summary>
/// Sets the anti spill scene active
/// </summary>
protected virtual void PrepareAntiFillSetSceneActive()
{
if (_onActiveSceneChangedCallback != null) { SceneManager.activeSceneChanged -= _onActiveSceneChangedCallback; }
_onActiveSceneChangedCallback = OnActiveSceneChanged;
SceneManager.activeSceneChanged += _onActiveSceneChangedCallback;
SceneManager.SetActiveScene(_antiSpillScene);
}
/// <summary>
/// Once the destination scene has been loaded, we catch that event and prepare to empty
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
protected virtual void OnActiveSceneChanged(Scene from, Scene to)
{
if (from == _antiSpillScene)
{
SceneManager.activeSceneChanged -= _onActiveSceneChangedCallback;
_onActiveSceneChangedCallback = null;
EmptyAntiSpillScene();
}
}
/// <summary>
/// Empties the contents of the anti spill scene into the destination scene
/// </summary>
protected virtual void EmptyAntiSpillScene()
{
if (_antiSpillScene.IsValid() && _antiSpillScene.isLoaded)
{
_spillSceneRoots.Clear();
_antiSpillScene.GetRootGameObjects(_spillSceneRoots);
_destinationScene = SceneManager.GetSceneByName(_sceneToLoadName);
if (_spillSceneRoots.Count > 0)
{
if (_destinationScene.IsValid() && _destinationScene.isLoaded)
{
foreach (var root in _spillSceneRoots)
{
SceneManager.MoveGameObjectToScene(root, _destinationScene);
}
}
}
SceneManager.UnloadSceneAsync(_antiSpillScene);
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace MoreMountains.Tools
{
/// <summary>
/// A class to load scenes using a loading screen instead of just the default API
/// This class used to be known as LoadingSceneManager, and has now been renamed to MMSceneLoadingManager for consistency
/// </summary>
public class MMSceneLoadingManager : MonoBehaviour
{
public enum LoadingStatus
{
LoadStarted, BeforeEntryFade, EntryFade, AfterEntryFade, UnloadOriginScene, LoadDestinationScene,
LoadProgressComplete, InterpolatedLoadProgressComplete, BeforeExitFade, ExitFade, DestinationSceneActivation, UnloadSceneLoader, LoadTransitionComplete
}
public struct LoadingSceneEvent
{
public LoadingStatus Status;
public string SceneName;
public LoadingSceneEvent(string sceneName, LoadingStatus status)
{
Status = status;
SceneName = sceneName;
}
static LoadingSceneEvent e;
public static void Trigger(string sceneName, LoadingStatus status)
{
e.Status = status;
e.SceneName = sceneName;
MMEventManager.TriggerEvent(e);
}
}
[Header("Binding")]
/// The name of the scene to load while the actual target scene is loading (usually a loading screen)
public static string LoadingScreenSceneName="LoadingScreen";
[Header("GameObjects")]
/// the text object where you want the loading message to be displayed
public Text LoadingText;
/// the canvas group containing the progress bar
public CanvasGroup LoadingProgressBar;
/// the canvas group containing the animation
public CanvasGroup LoadingAnimation;
/// the canvas group containing the animation to play when loading is complete
public CanvasGroup LoadingCompleteAnimation;
[Header("Time")]
/// the duration (in seconds) of the initial fade in
public float StartFadeDuration=0.2f;
/// the speed of the progress bar
public float ProgressBarSpeed=2f;
/// the duration (in seconds) of the load complete fade out
public float ExitFadeDuration=0.2f;
/// the delay (in seconds) before leaving the scene when complete
public float LoadCompleteDelay=0.5f;
protected AsyncOperation _asyncOperation;
protected static string _sceneToLoad = "";
protected float _fadeDuration = 0.5f;
protected float _fillTarget=0f;
protected string _loadingTextValue;
protected Image _progressBarImage;
protected static MMTweenType _tween;
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
if (LoadingScreenSceneName!=null)
{
LoadingSceneEvent.Trigger(sceneToLoad, LoadingStatus.LoadStarted);
SceneManager.LoadScene(LoadingScreenSceneName);
}
}
/// <summary>
/// Call this static method to load a scene from anywhere
/// </summary>
/// <param name="sceneToLoad">Level name.</param>
public static void LoadScene(string sceneToLoad, string loadingSceneName)
{
_sceneToLoad = sceneToLoad;
Application.backgroundLoadingPriority = ThreadPriority.High;
SceneManager.LoadScene(loadingSceneName);
}
/// <summary>
/// On Start(), we start loading the new level asynchronously
/// </summary>
protected virtual void Start()
{
_tween = new MMTweenType(MMTween.MMTweenCurve.EaseOutCubic);
_progressBarImage = LoadingProgressBar.GetComponent<Image>();
_loadingTextValue =LoadingText.text;
if (!string.IsNullOrEmpty(_sceneToLoad))
{
StartCoroutine(LoadAsynchronously());
}
}
/// <summary>
/// Every frame, we fill the bar smoothly according to loading progress
/// </summary>
protected virtual void Update()
{
Time.timeScale = 1f;
_progressBarImage.fillAmount = MMMaths.Approach(_progressBarImage.fillAmount,_fillTarget,Time.deltaTime*ProgressBarSpeed);
}
/// <summary>
/// Loads the scene to load asynchronously.
/// </summary>
protected virtual IEnumerator LoadAsynchronously()
{
// we setup our various visual elements
LoadingSetup();
// we fade from black
MMFadeOutEvent.Trigger(StartFadeDuration, _tween);
yield return new WaitForSeconds(StartFadeDuration);
// we start loading the scene
_asyncOperation = SceneManager.LoadSceneAsync(_sceneToLoad,LoadSceneMode.Single );
_asyncOperation.allowSceneActivation = false;
// while the scene loads, we assign its progress to a target that we'll use to fill the progress bar smoothly
while (_asyncOperation.progress < 0.9f)
{
_fillTarget = _asyncOperation.progress;
yield return null;
}
// when the load is close to the end (it'll never reach it), we set it to 100%
_fillTarget = 1f;
// we wait for the bar to be visually filled to continue
while (_progressBarImage.fillAmount != _fillTarget)
{
yield return null;
}
// the load is now complete, we replace the bar with the complete animation
LoadingComplete();
yield return new WaitForSeconds(LoadCompleteDelay);
// we fade to black
MMFadeInEvent.Trigger(ExitFadeDuration, _tween);
yield return new WaitForSeconds(ExitFadeDuration);
// we switch to the new scene
_asyncOperation.allowSceneActivation = true;
LoadingSceneEvent.Trigger(_sceneToLoad, LoadingStatus.LoadTransitionComplete);
}
/// <summary>
/// Sets up all visual elements, fades from black at the start
/// </summary>
protected virtual void LoadingSetup()
{
LoadingCompleteAnimation.alpha=0;
_progressBarImage.fillAmount = 0f;
LoadingText.text = _loadingTextValue;
}
/// <summary>
/// Triggered when the actual loading is done, replaces the progress bar with the complete animation
/// </summary>
protected virtual void LoadingComplete()
{
LoadingSceneEvent.Trigger(_sceneToLoad, LoadingStatus.InterpolatedLoadProgressComplete);
LoadingCompleteAnimation.gameObject.SetActive(true);
StartCoroutine(MMFade.FadeCanvasGroup(LoadingProgressBar,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingAnimation,0.1f,0f));
StartCoroutine(MMFade.FadeCanvasGroup(LoadingCompleteAnimation,0.1f,1f));
}
}
}

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