Implement SceneManager with asynchronous load/unload routines ready for bootstrapper scene. Implement simple level switching

This commit is contained in:
Michal Pikulski
2025-09-01 22:51:52 +02:00
parent e3b7f219cf
commit a03b70a1ca
22 changed files with 1063 additions and 7 deletions

2
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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using UnityEngine;
using System;
using UnityEngine;
public class LevelSwitch : MonoBehaviour
{
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void Awake()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
interactable = GetComponent<Interactable>();
if (interactable != null)
{
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#if UNITY_EDITOR
void OnValidate()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
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}
}
private void OnInteracted()
private async void OnInteracted()
{
Debug.Log($"LevelSwitch.OnInteracted: Switching to level {switchData?.targetLevelSceneName}");
// TODO: Add scene loading logic here, e.g. UnityEngine.SceneManagement.SceneManager.LoadScene(switchData.targetLevelSceneName);
if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
// Optionally: show loading UI here
var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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// Optionally: hide loading UI here
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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneManagerService : MonoBehaviour
{
public static SceneManagerService Instance { get; private set; }
// Events for scene lifecycle
public event Action<string> SceneLoadStarted;
public event Action<string, float> SceneLoadProgress;
public event Action<string> SceneLoadCompleted;
public event Action<string> SceneUnloadStarted;
public event Action<string, float> SceneUnloadProgress;
public event Action<string> SceneUnloadCompleted;
private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
// Load a single scene asynchronously (additive)
public async Task LoadSceneAsync(string sceneName, IProgress<float> progress = null)
{
SceneLoadStarted?.Invoke(sceneName);
var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
_activeLoads[sceneName] = op;
while (!op.isDone)
{
progress?.Report(op.progress);
SceneLoadProgress?.Invoke(sceneName, op.progress);
await Task.Yield();
}
_activeLoads.Remove(sceneName);
SceneLoadCompleted?.Invoke(sceneName);
}
// Unload a single scene asynchronously
public async Task UnloadSceneAsync(string sceneName, IProgress<float> progress = null)
{
var scene = SceneManager.GetSceneByName(sceneName);
if (!scene.isLoaded)
{
Debug.LogWarning($"SceneManagerService: Attempted to unload scene '{sceneName}', but it is not loaded.");
return;
}
SceneUnloadStarted?.Invoke(sceneName);
var op = SceneManager.UnloadSceneAsync(sceneName);
_activeUnloads[sceneName] = op;
while (!op.isDone)
{
progress?.Report(op.progress);
SceneUnloadProgress?.Invoke(sceneName, op.progress);
await Task.Yield();
}
_activeUnloads.Remove(sceneName);
SceneUnloadCompleted?.Invoke(sceneName);
}
// Load multiple scenes asynchronously
public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
{
int total = 0;
int done = 0;
var ops = new List<AsyncOperation>();
foreach (var name in sceneNames)
{
total++;
var op = SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive);
_activeLoads[name] = op;
ops.Add(op);
SceneLoadStarted?.Invoke(name);
}
while (done < total)
{
done = 0;
float aggregate = 0f;
foreach (var op in ops)
{
aggregate += op.progress;
if (op.isDone) done++;
}
float avg = aggregate / total;
progress?.Report(avg);
foreach (var name in sceneNames)
SceneLoadProgress?.Invoke(name, avg);
await Task.Yield();
}
foreach (var name in sceneNames)
{
_activeLoads.Remove(name);
SceneLoadCompleted?.Invoke(name);
}
}
// Unload multiple scenes asynchronously
public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
{
int total = 0;
int done = 0;
var ops = new List<AsyncOperation>();
foreach (var name in sceneNames)
{
total++;
var op = SceneManager.UnloadSceneAsync(name);
_activeUnloads[name] = op;
ops.Add(op);
SceneUnloadStarted?.Invoke(name);
}
while (done < total)
{
done = 0;
float aggregate = 0f;
foreach (var op in ops)
{
aggregate += op.progress;
if (op.isDone) done++;
}
float avg = aggregate / total;
progress?.Report(avg);
foreach (var name in sceneNames)
SceneUnloadProgress?.Invoke(name, avg);
await Task.Yield();
}
foreach (var name in sceneNames)
{
_activeUnloads.Remove(name);
SceneUnloadCompleted?.Invoke(name);
}
}
// Optionally: expose current progress for all active operations
public float GetAggregateLoadProgress()
{
if (_activeLoads.Count == 0) return 1f;
float sum = 0f;
foreach (var op in _activeLoads.Values) sum += op.progress;
return sum / _activeLoads.Count;
}
public float GetAggregateUnloadProgress()
{
if (_activeUnloads.Count == 0) return 1f;
float sum = 0f;
foreach (var op in _activeUnloads.Values) sum += op.progress;
return sum / _activeUnloads.Count;
}
// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
public string CurrentGameplayScene { get; private set; } = "AppleHillsOverworld";
// Switches from current gameplay scene to a new one
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
{
// Load new scene
await LoadSceneAsync(newSceneName, progress);
// Unload previous scene (if not same)
if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName)
{
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
if (prevScene.isLoaded)
{
await UnloadSceneAsync(CurrentGameplayScene);
}
else
{
Debug.LogWarning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
}
}
// Update tracker
CurrentGameplayScene = newSceneName;
}
}

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