forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections.Generic;
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using UnityEngine;
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using UnitySceneManager = UnityEngine.SceneManagement.SceneManager;
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using UnityScene = UnityEngine.SceneManagement.Scene;
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using System.Collections;
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namespace FishNet.Managing.Scened
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{
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    public class DefaultSceneProcessor : SceneProcessorBase
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    {
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        #region Private.
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        /// <summary>
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        /// Currently active loading AsyncOperations.
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        /// </summary>
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        protected List<AsyncOperation> LoadingAsyncOperations = new List<AsyncOperation>();
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        /// <summary>
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        /// A collection of scenes used both for loading and unloading.
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        /// </summary>
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        protected List<UnityScene> Scenes = new List<UnityScene>();
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        /// <summary>
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        /// Current AsyncOperation being processed.
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        /// </summary>
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        protected AsyncOperation CurrentAsyncOperation;
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        #endregion
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        /// <summary>
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        /// Called when scene loading has begun.
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        /// </summary>
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        public override void LoadStart(LoadQueueData queueData)
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        {
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            base.LoadStart(queueData);
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            ResetValues();
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        }
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        public override void LoadEnd(LoadQueueData queueData)
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        {
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            base.LoadEnd(queueData);
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            ResetValues();
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        }
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        /// <summary>
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        /// Resets values for a fresh load or unload.
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        /// </summary>
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        private void ResetValues()
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        {
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            CurrentAsyncOperation = null;
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            LoadingAsyncOperations.Clear();
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        }
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        /// <summary>
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        /// Called when scene unloading has begun within an unload operation.
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        /// </summary>
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        /// <param name="queueData"></param>
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        public override void UnloadStart(UnloadQueueData queueData)
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        {
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            base.UnloadStart(queueData);
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            Scenes.Clear();
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        }
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        /// <summary>
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        /// Begin loading a scene using an async method.
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        /// </summary>
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        /// <param name="sceneName">Scene name to load.</param>
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        public override void BeginLoadAsync(string sceneName, UnityEngine.SceneManagement.LoadSceneParameters parameters)
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        {
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            AsyncOperation ao = UnitySceneManager.LoadSceneAsync(sceneName, parameters);
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            LoadingAsyncOperations.Add(ao);
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            CurrentAsyncOperation = ao;
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            CurrentAsyncOperation.allowSceneActivation = false;
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        }
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        /// <summary>
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        /// Begin unloading a scene using an async method.
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        /// </summary>
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        /// <param name="sceneName">Scene name to unload.</param>
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        public override void BeginUnloadAsync(UnityScene scene)
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        {
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            CurrentAsyncOperation = UnitySceneManager.UnloadSceneAsync(scene);
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        }
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        /// <summary>
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        /// Returns if a scene load or unload percent is done.
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        /// </summary>
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        /// <returns></returns>
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        public override bool IsPercentComplete()
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        {
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            return (GetPercentComplete() >= 0.9f);
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        }
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        /// <summary>
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        /// Returns the progress on the current scene load or unload.
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        /// </summary>
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        /// <returns></returns>
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        public override float GetPercentComplete()
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        {
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            return (CurrentAsyncOperation == null) ? 1f : CurrentAsyncOperation.progress;
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        }
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        /// <summary>
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        /// Adds a loaded scene.
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        /// </summary>
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        /// <param name="scene">Scene loaded.</param>
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        public override void AddLoadedScene(UnityScene scene)
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        {
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            base.AddLoadedScene(scene);
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            Scenes.Add(scene);
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        }
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        /// <summary>
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        /// Returns scenes which were loaded during a load operation.
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        /// </summary>
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        public override List<UnityScene> GetLoadedScenes()
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        {
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            return Scenes;
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        }
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        /// <summary>
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        /// Activates scenes which were loaded.
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        /// </summary>
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        public override void ActivateLoadedScenes()
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        {
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            foreach (AsyncOperation ao in LoadingAsyncOperations)
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                ao.allowSceneActivation = true;
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        }
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        /// <summary>
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        /// Returns if all asynchronized tasks are considered IsDone.
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        /// </summary>
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        /// <returns></returns>
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        public override IEnumerator AsyncsIsDone()
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        {
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            bool notDone;
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            do
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            {
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                notDone = false;
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                foreach (AsyncOperation ao in LoadingAsyncOperations)
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                {
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                    if (!ao.isDone)
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                    {
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                        notDone = true;
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                        break;
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                    }
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                }
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                yield return null;
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            } while (notDone);
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            yield break;
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        }
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    }
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} |