Author a bootstrap scene first approach
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409
Assets/Scenes/StartingScene.unity
Normal file
409
Assets/Scenes/StartingScene.unity
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7
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7
Assets/Scenes/StartingScene.unity.meta
Normal file
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127
Assets/Scripts/Bootstrap/BootSceneController.cs
Normal file
127
Assets/Scripts/Bootstrap/BootSceneController.cs
Normal file
@@ -0,0 +1,127 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UI;
|
||||||
|
using Core;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace Bootstrap
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
|
||||||
|
/// </summary>
|
||||||
|
public class BootSceneController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private string mainMenuSceneName = "MainMenu";
|
||||||
|
[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
|
||||||
|
[SerializeField] private bool debugMode = false;
|
||||||
|
|
||||||
|
private bool _bootComplete = false;
|
||||||
|
private bool _hasStartedLoading = false;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Debug.Log("[BootSceneController] Boot scene started");
|
||||||
|
|
||||||
|
// Ensure the loading screen controller exists
|
||||||
|
if (LoadingScreenController.Instance == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[BootSceneController] No LoadingScreenController found in the scene!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show the loading screen immediately
|
||||||
|
LoadingScreenController.Instance.ShowLoadingScreen(
|
||||||
|
// Use the CustomBoot progress as the progress provider
|
||||||
|
progressProvider: () => CustomBoot.CurrentProgress,
|
||||||
|
// When loading screen is fully hidden, load main menu
|
||||||
|
onComplete: () => LoadMainMenu()
|
||||||
|
);
|
||||||
|
|
||||||
|
// Start the boot process if not already initialized
|
||||||
|
if (!CustomBoot.Initialised)
|
||||||
|
{
|
||||||
|
// Subscribe to the boot completion event
|
||||||
|
CustomBoot.OnBootCompleted += OnBootCompleted;
|
||||||
|
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
|
||||||
|
|
||||||
|
// Start initialization
|
||||||
|
CustomBoot.PerformInitialisation();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If already initialized (can happen in editor testing), proceed immediately
|
||||||
|
Debug.Log("[BootSceneController] Bootstrap already initialized, proceeding to main menu");
|
||||||
|
OnBootCompleted();
|
||||||
|
}
|
||||||
|
|
||||||
|
// In debug mode, log additional information
|
||||||
|
if (debugMode)
|
||||||
|
{
|
||||||
|
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
// Clean up event subscriptions
|
||||||
|
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||||
|
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
|
||||||
|
|
||||||
|
if (debugMode)
|
||||||
|
{
|
||||||
|
CancelInvoke(nameof(LogDebugInfo));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBootProgressChanged(float progress)
|
||||||
|
{
|
||||||
|
if (debugMode)
|
||||||
|
{
|
||||||
|
Debug.Log($"[BootSceneController] Boot progress: {progress:P0}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LogDebugInfo()
|
||||||
|
{
|
||||||
|
Debug.Log($"[BootSceneController] Debug - Boot Progress: {CustomBoot.CurrentProgress:P0}, Boot Complete: {_bootComplete}, Loading Started: {_hasStartedLoading}");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBootCompleted()
|
||||||
|
{
|
||||||
|
// Unsubscribe to prevent duplicate calls
|
||||||
|
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||||
|
|
||||||
|
Debug.Log("[BootSceneController] Boot process completed");
|
||||||
|
_bootComplete = true;
|
||||||
|
|
||||||
|
// After a small delay, tell the loading screen we're done
|
||||||
|
// This prevents jerky transitions if boot happens very quickly
|
||||||
|
Invoke(nameof(CompleteLoadingScreen), minDelayAfterBoot);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CompleteLoadingScreen()
|
||||||
|
{
|
||||||
|
Debug.Log("[BootSceneController] Hiding loading screen");
|
||||||
|
|
||||||
|
// Tell loading screen that loading is complete
|
||||||
|
if (LoadingScreenController.Instance != null)
|
||||||
|
{
|
||||||
|
LoadingScreenController.Instance.HideLoadingScreen();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void LoadMainMenu()
|
||||||
|
{
|
||||||
|
// Prevent multiple scene loads
|
||||||
|
if (_hasStartedLoading)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_hasStartedLoading = true;
|
||||||
|
Debug.Log($"[BootSceneController] Loading main menu scene: {mainMenuSceneName}");
|
||||||
|
|
||||||
|
// Load the main menu scene
|
||||||
|
var progress = new Progress<float>(p => Debug.Log($"Loading main menu: {p * 100:F0}%"));
|
||||||
|
await SceneManagerService.Instance.SwitchSceneAsync(mainMenuSceneName, progress);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/Bootstrap/BootSceneController.cs.meta
Normal file
3
Assets/Scripts/Bootstrap/BootSceneController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: fdb797d6fcdc469bb9bfb9ad3c5f51b5
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|
timeCreated: 1760604860
|
||||||
@@ -1,4 +1,5 @@
|
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using System.Threading.Tasks;
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using System;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.AsyncOperations;
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@@ -14,9 +15,24 @@ namespace Bootstrap
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/// Current initialisation status
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/// Current initialisation status
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/// </summary>
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/// </summary>
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public static bool Initialised { get; private set; }
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public static bool Initialised { get; private set; }
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/// <summary>
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/// Event triggered when boot progress changes
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/// </summary>
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public static event Action<float> OnBootProgressChanged;
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/// <summary>
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/// Event triggered when boot process completes
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/// </summary>
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public static event Action OnBootCompleted;
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/// <summary>
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/// Current progress of the boot process (0-1)
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/// </summary>
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public static float CurrentProgress { get; private set; }
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/// <summary>
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/// <summary>
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// Called as soon as the game begins
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/// Called as soon as the game begins
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/// </summary>
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
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private static void Initialise()
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private static void Initialise()
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@@ -32,6 +48,9 @@ namespace Bootstrap
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/// </summary>
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/// </summary>
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public static void PerformInitialisation()
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public static void PerformInitialisation()
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{
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{
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//Reset progress
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CurrentProgress = 0f;
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//In editor, perform initialisation synchronously
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//In editor, perform initialisation synchronously
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if (Application.isEditor)
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if (Application.isEditor)
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{
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{
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@@ -72,6 +91,9 @@ namespace Bootstrap
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{
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{
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await LoadCustomBootSettings();
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await LoadCustomBootSettings();
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Initialised = true;
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Initialised = true;
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CurrentProgress = 1f;
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OnBootProgressChanged?.Invoke(1f);
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OnBootCompleted?.Invoke();
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}
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}
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/// <summary>
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/// <summary>
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@@ -81,6 +103,9 @@ namespace Bootstrap
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{
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{
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LoadCustomBootSettingsSync();
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LoadCustomBootSettingsSync();
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Initialised = true;
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Initialised = true;
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CurrentProgress = 1f;
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OnBootProgressChanged?.Invoke(1f);
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OnBootCompleted?.Invoke();
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}
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}
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@@ -177,5 +202,16 @@ namespace Bootstrap
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result.InitialiseSync();
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result.InitialiseSync();
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return handle;
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return handle;
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}
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}
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/// <summary>
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/// Updates the current progress value and triggers the progress event
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/// </summary>
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/// <param name="progress">Progress value between 0-1</param>
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internal static void UpdateProgress(float progress)
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{
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CurrentProgress = Mathf.Clamp01(progress);
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OnBootProgressChanged?.Invoke(CurrentProgress);
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Debug.Log($"[CustomBoot] Progress: {CurrentProgress:P0}");
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}
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}
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}
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}
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}
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@@ -31,15 +31,37 @@ namespace Bootstrap
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RuntimeContainer = new GameObject($"{name}_Container");
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RuntimeContainer = new GameObject($"{name}_Container");
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DontDestroyOnLoad(RuntimeContainer);
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DontDestroyOnLoad(RuntimeContainer);
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Instances = new GameObject[BootPrefabs.Length];
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Instances = new GameObject[BootPrefabs.Length];
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// Calculate total prefabs for progress tracking
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int totalPrefabs = BootPrefabs.Length;
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float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
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float currentProgress = 0f;
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for (var i = 0; i < BootPrefabs.Length; i++)
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for (var i = 0; i < BootPrefabs.Length; i++)
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{
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{
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if (!BootPrefabs[i]) continue;
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if (!BootPrefabs[i])
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{
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// Report incremental progress even for null prefabs
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currentProgress = (i + 1) * progressPerPrefab;
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CustomBoot.UpdateProgress(currentProgress);
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continue;
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}
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var instance = GameObject.InstantiateAsync(BootPrefabs[i], RuntimeContainer.transform);
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var instance = GameObject.InstantiateAsync(BootPrefabs[i], RuntimeContainer.transform);
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while (!instance.isDone)
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while (!instance.isDone)
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{
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// Report partial progress while waiting
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float progressInStep = instance.progress * progressPerPrefab;
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float overallProgress = i * progressPerPrefab + progressInStep;
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CustomBoot.UpdateProgress(overallProgress);
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await Task.Yield();
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await Task.Yield();
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}
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Instances[i] = instance.Result[0];
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Instances[i] = instance.Result[0];
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// Report completion of this step
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currentProgress = (i + 1) * progressPerPrefab;
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CustomBoot.UpdateProgress(currentProgress);
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}
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}
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}
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}
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@@ -55,12 +77,28 @@ namespace Bootstrap
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}
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}
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Instances = new GameObject[BootPrefabs.Length];
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Instances = new GameObject[BootPrefabs.Length];
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// Calculate total prefabs for progress tracking
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int totalPrefabs = BootPrefabs.Length;
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float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
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float currentProgress = 0f;
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for (var i = 0; i < BootPrefabs.Length; i++)
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for (var i = 0; i < BootPrefabs.Length; i++)
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{
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{
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if (!BootPrefabs[i]) continue;
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if (!BootPrefabs[i])
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{
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// Report incremental progress even for null prefabs
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currentProgress = (i + 1) * progressPerPrefab;
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CustomBoot.UpdateProgress(currentProgress);
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continue;
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}
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var instance = GameObject.Instantiate(BootPrefabs[i], RuntimeContainer.transform);
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var instance = GameObject.Instantiate(BootPrefabs[i], RuntimeContainer.transform);
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Instances[i] = instance;
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Instances[i] = instance;
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// Report completion of this step
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currentProgress = (i + 1) * progressPerPrefab;
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CustomBoot.UpdateProgress(currentProgress);
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}
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}
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}
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}
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|||||||
@@ -68,6 +68,7 @@ namespace UI
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private void Awake()
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private void Awake()
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{
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{
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_instance = this;
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_instance = this;
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DontDestroyOnLoad(gameObject);
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if (loadingScreenContainer == null)
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if (loadingScreenContainer == null)
|
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loadingScreenContainer = gameObject;
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loadingScreenContainer = gameObject;
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|||||||
@@ -81,9 +81,11 @@ namespace UI
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return;
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return;
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bool isMainMenu = levelName.ToLower().Contains("mainmenu");
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bool isMainMenu = levelName.ToLower().Contains("mainmenu");
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gameObject.SetActive(!isMainMenu);
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bool isStartingLevel = levelName.ToLower().Contains("startingscene");
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if(!isMainMenu)
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gameObject.SetActive(!(isMainMenu || isStartingLevel));
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if(!isMainMenu && !isStartingLevel)
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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Reference in New Issue
Block a user