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Loader.cs 3.2 KiB
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  • using System;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.SceneManagement;
    using static CommunicationEvents;
    
    public static class Loader
    {
    
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        /// <summary> <see langword="null"/> or current <see cref="AsyncOperation"/> loading a <see cref="Scene"/>.</summary>
    
        private static AsyncOperation loadingscene;
    
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        /// <summary> Defines last <see cref="Scene"/> loaded by this and/ or to be loaded when calling <see cref="LoaderCallback"/>.</summary>
    
        private static string nextscene;
    
        private class MonoDummy : MonoBehaviour { };
    
    
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        /// <summary>
        /// <c>return <see cref="loadingscene"/> == <see langword="null"/> ? 1f : <see cref="loadingscene"/>.progress;</c>
        /// </summary>
    
        public static float progress { 
            get { 
                return loadingscene == null ? 1f : loadingscene.progress; 
            } 
        }
    
    
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        /// <summary>
        /// <c>return <see cref="loadingscene"/> == null ? <see langword="true"/> : <see cref="loadingscene"/>.isDone;</c>
        /// </summary>
    
        public static bool isDone {
            get {
                return loadingscene == null ? true : loadingscene.isDone;
            }
        }
    
    
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        /// <summary>
        /// Tries to init (via <see cref="StageStatic.LoadInitStage(string, bool, bool, GameObject)"/>) defined <see cref="Stage"/> and load it (via <see cref="LoadScene(string)"/>).
        /// </summary>
        /// <param name="name">defines <see cref="Stage.name"/></param>
        /// <param name="local">defines !<see cref="Stage.use_install_folder"/></param>
        /// <param name="restore_session">see <see cref="StageStatic.LoadInitStage(string, bool, bool, GameObject)"/></param>
        /// <returns>see <see cref="StageStatic.LoadInitStage(string, bool, bool, GameObject)"/></returns>
    
        public static bool LoadStage(string name, bool local, bool restore_session)
    
            if (!StageStatic.LoadInitStage(name, local, restore_session))
    
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        /// <summary>
        /// Sets <see cref="nextscene"/> and synchronously loads "LoadingScene", which in turn will asynchronously load <paramref name="scene"/>.
        /// </summary>
        /// <param name="scene">sets <see cref="nextscene"/></param>
    
        public static void LoadScene(string scene)
        {
            nextscene = scene;
            SceneManager.LoadScene("LoadingScene");
            // loads LoadingScreen, which will call LoaderCallback() in LoadingScreenPercentage
        }
    
    
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        /// <summary>
        /// Wrapps <see cref="LoadScene(string)"/>
        /// <br/> // TODO: needed? used in Inspector?
        /// </summary>
        /// \copybrief LoadScene(string)
    
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            LoadScene(scene.name);
    
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        /// <summary> Called when <see cref="LoadingScreenPercentage"/> is destroyed. </summary>
        /// <remarks> Does currently nothing. </remarks>
    
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        /// <summary>
        /// Called when <see cref="LoadingScreenPercentage"/> starts and loads asynchronously <see cref="nextscene"/>. <br/>
        /// sets <see cref="loadingscene"/>
        /// </summary>
    
        public static void LoaderCallback()
        {
            loadingscene = SceneManager.LoadSceneAsync(nextscene);
        }
    }