[Bootstrap] First go at Addressables bootsrapped objects
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3
Assets/Scripts/Bootstrap.meta
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3
Assets/Scripts/Bootstrap.meta
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fileFormatVersion: 2
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guid: 72153f2c39ad40deacd00c5caed75019
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timeCreated: 1757237591
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181
Assets/Scripts/Bootstrap/CustomBoot.cs
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181
Assets/Scripts/Bootstrap/CustomBoot.cs
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Bootstrap
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{
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/// <summary>
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/// Entrypoint for the Custom Boot initialisation
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/// </summary>
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public static class CustomBoot
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{
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/// <summary>
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/// Current initialisation status
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/// </summary>
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public static bool Initialised { get; private set; }
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/// <summary>
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// Called as soon as the game begins
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
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private static void Initialise()
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{
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//We should always clean up after Addressables, so let's take care of that immediately
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Application.quitting += ApplicationOnUnloading;
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PerformInitialisation();
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}
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/// <summary>
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/// Initialise the bootstrapper
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/// </summary>
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public static void PerformInitialisation()
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{
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//In editor, perform initialisation synchronously
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if (Application.isEditor)
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{
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InitialiseBootSettingsSync();
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}
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else
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{
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//In builds, just run things asynchronously, since we can add any checks we need early on
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_ = InitialiseBootSettings();
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}
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}
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/// <summary>
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/// Called as the game is quitting, allowing for cleanup
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/// </summary>
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private static void ApplicationOnUnloading()
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{
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Application.quitting -= ApplicationOnUnloading;
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PerformDeInitialisation();
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}
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/// <summary>
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/// De-Initialise the bootstrapper
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/// </summary>
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public static void PerformDeInitialisation()
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{
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Cleanup(runtimeBootSettingsHandle);
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Cleanup(editorBootSettingsHandle);
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Initialised = false;
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}
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/// <summary>
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/// Initialise the boot settings asynchronously
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/// </summary>
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private static async Task InitialiseBootSettings()
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{
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await LoadCustomBootSettings();
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Initialised = true;
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}
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/// <summary>
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/// Initialise the boot settings synchronously
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/// </summary>
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private static void InitialiseBootSettingsSync()
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{
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LoadCustomBootSettingsSync();
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Initialised = true;
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}
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/// <summary>
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/// Clean up the boot settings
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/// </summary>
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/// <param name="handle"></param>
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private static void Cleanup(AsyncOperationHandle<CustomBootSettings> handle)
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{
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if (handle.IsValid())
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{
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handle.Result.Cleanup();
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Addressables.Release(handle);
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}
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}
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/// <summary>
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/// Async handle for the runtime custom boot settings scriptable object
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/// </summary>
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private static AsyncOperationHandle<CustomBootSettings> runtimeBootSettingsHandle;
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/// <summary>
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/// Async handle for the editor custom boot settings object
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/// </summary>
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private static AsyncOperationHandle<CustomBootSettings> editorBootSettingsHandle;
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/// <summary>
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/// Runtime addressable key
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/// </summary>
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private static string RuntimeAsset = $"{nameof(CustomBootSettings)}_Runtime";
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/// <summary>
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/// Editor addressable key
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/// </summary>
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private static string EditorAsset = $"{nameof(CustomBootSettings)}_Editor";
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/// <summary>
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/// Load the custom boot settings asynchronously and run the initialisation method
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/// </summary>
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private static async Task LoadCustomBootSettings()
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{
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if (Application.isEditor)
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{
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editorBootSettingsHandle = await InitialiseBootSettingsAsset(EditorAsset);
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}
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runtimeBootSettingsHandle = await InitialiseBootSettingsAsset(RuntimeAsset);
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}
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/// <summary>
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/// Load the custom boot settings synchronously and run the initialisation method
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/// </summary>
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private static void LoadCustomBootSettingsSync()
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{
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if (Application.isEditor)
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{
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editorBootSettingsHandle = InitialiseBootSettingsAssetSync(EditorAsset);
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}
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runtimeBootSettingsHandle = InitialiseBootSettingsAssetSync(RuntimeAsset);
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}
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/// <summary>
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/// Initialise the boot settings asset with the given key
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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private static async Task<AsyncOperationHandle<CustomBootSettings>> InitialiseBootSettingsAsset(string key)
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{
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var handle = Addressables.LoadAssetAsync<CustomBootSettings>(key);
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await handle.Task;
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switch (handle.Status)
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{
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case AsyncOperationStatus.Failed:
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Debug.LogError(handle.OperationException);
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break;
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case AsyncOperationStatus.Succeeded:
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await handle.Result.Initialise();
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break;
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}
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return handle;
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}
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/// <summary>
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/// Initialise the boot settings asset with the given key synchronously
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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private static AsyncOperationHandle<CustomBootSettings> InitialiseBootSettingsAssetSync(string key)
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{
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var handle = Addressables.LoadAssetAsync<CustomBootSettings>(key);
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var result = handle.WaitForCompletion();
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result.InitialiseSync();
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return handle;
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}
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}
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}
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3
Assets/Scripts/Bootstrap/CustomBoot.cs.meta
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3
Assets/Scripts/Bootstrap/CustomBoot.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8b562285bf55436dbf0dd87e3abcee2a
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timeCreated: 1724007283
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100
Assets/Scripts/Bootstrap/CustomBootSettings.cs
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100
Assets/Scripts/Bootstrap/CustomBootSettings.cs
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@@ -0,0 +1,100 @@
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using System.Threading.Tasks;
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using UnityEngine;
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namespace Bootstrap
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{
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/// <summary>
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/// Settings for the custom boot process
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/// </summary>
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public class CustomBootSettings : ScriptableObject
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{
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/// <summary>
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/// A list of prefabs which should be loaded during boot
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/// </summary>
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public GameObject[] BootPrefabs;
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/// <summary>
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/// Internal references to instances of the prefabs from <see cref="BootPrefabs"/>
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/// </summary>
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private GameObject[] Instances;
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/// <summary>
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/// Runtime container object which acts as the parent for any BootPrefab instances
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/// </summary>
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private GameObject RuntimeContainer;
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/// <summary>
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/// Initialise the boot settings object asynchronously, loading each prefab in <see cref="BootPrefabs"/>
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/// </summary>
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public async Task Initialise()
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{
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RuntimeContainer = new GameObject($"{name}_Container");
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DontDestroyOnLoad(RuntimeContainer);
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Instances = new GameObject[BootPrefabs.Length];
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for (var i = 0; i < BootPrefabs.Length; i++)
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{
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if (!BootPrefabs[i]) continue;
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var instance = GameObject.InstantiateAsync(BootPrefabs[i], RuntimeContainer.transform);
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while (!instance.isDone)
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await Task.Yield();
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Instances[i] = instance.Result[0];
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}
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}
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/// <summary>
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/// Initialise the boot settings object synchronously, loading each prefab in <see cref="BootPrefabs"/>
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/// </summary>
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public void InitialiseSync()
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{
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RuntimeContainer = new GameObject($"{name}_Container");
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if (Application.isPlaying)
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{
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DontDestroyOnLoad(RuntimeContainer);
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}
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Instances = new GameObject[BootPrefabs.Length];
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for (var i = 0; i < BootPrefabs.Length; i++)
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{
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if (!BootPrefabs[i]) continue;
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var instance = GameObject.Instantiate(BootPrefabs[i], RuntimeContainer.transform);
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Instances[i] = instance;
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}
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}
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/// <summary>
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/// Destroy all loaded instances referenced by <see cref="Instances"/>
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/// </summary>
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public void Cleanup()
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{
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foreach (var t in Instances)
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{
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if (t)
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{
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if (Application.isPlaying)
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{
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GameObject.Destroy(t);
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}
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else
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{
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GameObject.DestroyImmediate(t);
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}
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}
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}
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Instances = null;
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if (Application.isPlaying)
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{
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GameObject.Destroy(RuntimeContainer);
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}
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else
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{
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GameObject.DestroyImmediate(RuntimeContainer);
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}
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}
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}
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}
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3
Assets/Scripts/Bootstrap/CustomBootSettings.cs.meta
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3
Assets/Scripts/Bootstrap/CustomBootSettings.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6b4618adec17468d8064d6088ef8e38b
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timeCreated: 1724007691
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