110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.SceneManagementTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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[Opsive.Shared.Utility.Category("Scene Management")]
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[Opsive.Shared.Utility.Description("Manages scene transition with fade/loading screen and progress.")]
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public class SceneTransition : Action
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{
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[Tooltip("The scene name to load.")]
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[SerializeField] protected SharedVariable<string> m_SceneName;
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[Tooltip("The scene build index. Used if Scene Name is empty.")]
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[SerializeField] protected SharedVariable<int> m_SceneBuildIndex = -1;
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[Tooltip("The loading screen GameObject (optional).")]
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[SerializeField] protected SharedVariable<GameObject> m_LoadingScreen;
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[Tooltip("The loading progress text (optional).")]
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[SerializeField] protected SharedVariable<Text> m_ProgressText;
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[Tooltip("The fade duration before loading.")]
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[SerializeField] protected SharedVariable<float> m_FadeDuration = 0.5f;
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[Tooltip("The loading progress (0-1).")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_LoadingProgress;
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[Tooltip("Whether the transition is complete.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_TransitionComplete;
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private AsyncOperation m_LoadOperation;
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private float m_FadeElapsedTime;
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private bool m_HasStartedFade;
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private bool m_IsLoading;
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/// <summary>
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/// Called when the action starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_FadeElapsedTime = 0.0f;
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m_HasStartedFade = false;
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m_IsLoading = false;
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m_LoadingProgress.Value = 0.0f;
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m_TransitionComplete.Value = false;
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if (m_LoadingScreen.Value != null) {
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m_LoadingScreen.Value.SetActive(false);
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}
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}
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/// <summary>
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/// Updates the scene transition.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (!m_HasStartedFade && m_FadeDuration.Value > 0.0f) {
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m_FadeElapsedTime += Time.deltaTime;
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if (m_FadeElapsedTime >= m_FadeDuration.Value) {
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m_HasStartedFade = true;
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m_FadeElapsedTime = 0.0f;
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StartLoading();
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}
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} else if (!m_HasStartedFade) {
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StartLoading();
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}
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if (m_IsLoading && m_LoadOperation != null) {
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m_LoadingProgress.Value = m_LoadOperation.progress;
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if (m_ProgressText.Value != null) {
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m_ProgressText.Value.text = $"Loading... {(m_LoadOperation.progress * 100):F0}%";
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}
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if (m_LoadOperation.isDone) {
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m_TransitionComplete.Value = true;
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if (m_LoadingScreen.Value != null) {
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m_LoadingScreen.Value.SetActive(false);
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}
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return TaskStatus.Success;
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}
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}
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return m_IsLoading || !m_HasStartedFade ? TaskStatus.Running : TaskStatus.Failure;
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}
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/// <summary>
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/// Starts loading the scene.
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/// </summary>
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private void StartLoading()
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{
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if (m_LoadingScreen.Value != null) {
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m_LoadingScreen.Value.SetActive(true);
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}
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if (!string.IsNullOrEmpty(m_SceneName.Value)) {
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m_LoadOperation = SceneManager.LoadSceneAsync(m_SceneName.Value, LoadSceneMode.Single);
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} else if (m_SceneBuildIndex.Value >= 0) {
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m_LoadOperation = SceneManager.LoadSceneAsync(m_SceneBuildIndex.Value, LoadSceneMode.Single);
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}
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m_IsLoading = m_LoadOperation != null;
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}
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}
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}
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#endif |