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LevelLoader.cs
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LevelLoader.cs
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the license found in the
* LICENSE file in the root directory of this source tree.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.Oculus;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
namespace Whisperer
{
/// <summary>
/// Handles Unity scene loading/unloading, engine settings.
/// </summary>
public class LevelLoader : MonoBehaviour
{
public static LevelLoader Instance;
[SerializeField] private float _fadeTimeDelay = 2;
[SerializeField] private float _pauseLoadDelay = 2;
[SerializeField] private CameraColorOverlay _overlay;
[SerializeField] private BoundsDetector _boundsDetector;
[SerializeField] private List<LevelScenes> _levels = new();
[SerializeField] private bool _use90Hz = true;
[SerializeField] private bool _forceStartLevel0;
[SerializeField] private bool _bypassLogos;
[SerializeField] private bool _dev;
public string VERSION_NAME = "version";
public string COMPLETED_NAME = "completed";
/// <summary>
/// Called immediately when all scenes are loaded.
/// </summary>
[HideInInspector] public UnityEvent OnLevelLoadComplete;
/// <summary>
/// Called just before scenes begin to unload.
/// </summary>
[HideInInspector] public UnityEvent<float> OnLevelWillBeginUnload;
private Vector3 _gravity;
private int _loadCount;
private string _sceneWillBeActive;
private bool _working;
public bool IsLoading { get; set; }
public bool IsUnloading { get; set; }
public bool IsTransition => IsLoading || IsUnloading;
public int NextIndex { get; private set; }
private void Awake()
{
Instance = this;
if (!Application.isEditor)
{
_forceStartLevel0 = false;
_bypassLogos = false;
_dev = false;
}
}
private void Start()
{
if (_use90Hz) SetupXR();
if (_dev) return;
UnloadAllScenes();
Camera.main.clearFlags = CameraClearFlags.SolidColor;
Camera.main.backgroundColor = Color.black;
if (_bypassLogos)
StartApp();
else
LoadLogos();
}
private void Update()
{
#if UNITY_EDITOR
if (Input.GetKeyDown(KeyCode.Alpha1))
{
LoadLevel(1, false);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
LoadLevel(2, false);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
LoadLevel(3, false);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
LoadLevel(4, false);
}
#endif
}
private void LoadLogos()
{
SceneManager.sceneLoaded += DisplayLogos;
SceneManager.LoadScene("Logos", LoadSceneMode.Additive);
}
private void DisplayLogos(Scene scene, LoadSceneMode mode)
{
SceneManager.sceneLoaded -= DisplayLogos;
UXManager.Instance.OpenDisplay("Logos");
}
public void StartApp()
{
UnloadAllScenes();
/// Version check
Debug.Log("Application Version: " + Application.version);
if (Application.version != PlayerPrefs.GetString(VERSION_NAME, ""))
{
Debug.Log("New version detected, clearing storage.");
PlayerPrefs.DeleteAll();
}
PlayerPrefs.SetString(VERSION_NAME, Application.version);
PlayerPrefs.Save();
_boundsDetector.Active = true;
_overlay.SetColor(Color.black);
var startIndex = _forceStartLevel0 ? 0 : PlayerPrefs.GetInt(COMPLETED_NAME, 0) == 1 ? 4 : 0;
LoadLevel(_levels[startIndex], false);
}
public void LoadLevel(LevelScenes _level, bool useDelay = true)
{
NextIndex = _levels.IndexOf(_level);
StartCoroutine(ProcessLoad(_level, useDelay));
}
public void LoadLevel(int index, bool useDelay = true)
{
NextIndex = Mathf.Clamp(index, 0, _levels.Count - 1);
StartCoroutine(ProcessLoad(_levels[NextIndex], useDelay));
}
public void RestartLevel()
{
LoadLevel(NextIndex);
}
[ContextMenu("Load Next Level")]
public void LoadNextLevel()
{
NextIndex = (NextIndex + 1) % _levels.Count;
LoadLevel(_levels[NextIndex]);
}
private IEnumerator ProcessLoad(LevelScenes _level, bool useDelay)
{
IsUnloading = true;
OnLevelWillBeginUnload.Invoke(_fadeTimeDelay);
yield return new WaitForSeconds(_fadeTimeDelay);
Camera.main.clearFlags = CameraClearFlags.Skybox;
/// Unload all scenes except the main app scene
UnloadAllScenes();
while (_working) yield return null;
/// Unload unused assets from memory
yield return UnloadUnusedAssets();
IsUnloading = false;
/// Pause
yield return new WaitForSeconds(useDelay ? _pauseLoadDelay : 0);
/// Load next level
IsLoading = true;
_gravity = Physics.gravity;
Time.timeScale = 0;
Physics.gravity = Vector3.zero;
LoadScenes(_level);
while (_working) yield return null;
Time.timeScale = 1;
Physics.gravity = _gravity;
OnLevelLoadComplete.Invoke();
yield return new WaitForSeconds(_fadeTimeDelay);
FindObjectOfType<LevelManager>()?.SetLoaderReady();
IsLoading = false;
}
private void SetupXR()
{
if (Performance.TryGetDisplayRefreshRate(out var rate))
{
var newRate = 90f;
if (Performance.TryGetAvailableDisplayRefreshRates(out var rates)) newRate = rates.Max();
if (rate < newRate)
if (Performance.TrySetDisplayRefreshRate(newRate))
{
Time.fixedDeltaTime = 1f / newRate;
Time.maximumDeltaTime = 1f / newRate;
}
}
}
#region Unloading
public void UnloadAllScenes()
{
_working = true;
if (SceneManager.sceneCount > 1)
{
SceneManager.sceneUnloaded += OnSceneUnloadedCheck;
for (var i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene != gameObject.scene) SceneManager.UnloadSceneAsync(scene);
}
}
else
{
_working = false;
}
}
private void OnSceneUnloadedCheck(Scene scene)
{
if (SceneManager.sceneCount == 2) /// just the loader + DDOL scenes remain
{
SceneManager.sceneUnloaded -= OnSceneUnloadedCheck;
_working = false;
}
}
private IEnumerator UnloadUnusedAssets()
{
var startTime = Time.realtimeSinceStartup;
var async = Resources.UnloadUnusedAssets();
while (!async.isDone) yield return null;
}
#endregion
#region Loading
public void LoadScenes(LevelScenes _level)
{
_working = true;
_loadCount = 0;
SceneManager.sceneLoaded += OnSceneLoaded;
_level.Scenes.ForEach(scene =>
{
SceneManager.LoadScene(scene, LoadSceneMode.Additive);
/// Last scene in list will be active scene
if (_level.Scenes.IndexOf(scene) == _level.Scenes.Count - 1)
_sceneWillBeActive = scene;
});
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
_loadCount++;
if (_loadCount == _levels[NextIndex].Scenes.Count)
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_sceneWillBeActive));
_working = false;
}
}
#endregion
}
[Serializable]
public class LevelScenes
{
public string LevelName;
public List<string> Scenes;
}
}