using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
///
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
///
public class SceneManagerService : MonoBehaviour
{
private static SceneManagerService _instance;
private static bool _isQuitting = false;
///
/// Singleton instance of the SceneManagerService.
///
public static SceneManagerService Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType();
if (_instance == null)
{
var go = new GameObject("SceneManagerService");
_instance = go.AddComponent();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
// Events for scene lifecycle
public event Action SceneLoadStarted;
public event Action SceneLoadProgress;
public event Action SceneLoadCompleted;
public event Action SceneUnloadStarted;
public event Action SceneUnloadProgress;
public event Action SceneUnloadCompleted;
private readonly Dictionary _activeLoads = new();
private readonly Dictionary _activeUnloads = new();
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
}
void OnApplicationQuit()
{
_isQuitting = true;
}
///
/// Load a single scene asynchronously (additive).
///
/// Name of the scene to load.
/// Optional progress reporter.
public async Task LoadSceneAsync(string sceneName, IProgress 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.
///
/// Name of the scene to unload.
/// Optional progress reporter.
public async Task UnloadSceneAsync(string sceneName, IProgress 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.
///
/// Enumerable of scene names to load.
/// Optional progress reporter.
public async Task LoadScenesAsync(IEnumerable sceneNames, IProgress progress = null)
{
int total = 0;
int done = 0;
var ops = new List();
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)
{
if (op.isDone) done++;
aggregate += op.progress;
}
float avgProgress = aggregate / total;
progress?.Report(avgProgress);
// Optionally, could invoke SceneLoadProgress for each scene
await Task.Yield();
}
foreach (var name in sceneNames)
{
_activeLoads.Remove(name);
SceneLoadCompleted?.Invoke(name);
}
}
///
/// Unload multiple scenes asynchronously.
///
/// Enumerable of scene names to unload.
/// Optional progress reporter.
public async Task UnloadScenesAsync(IEnumerable sceneNames, IProgress progress = null)
{
int total = 0;
int done = 0;
var ops = new List();
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 progress = null)
{
// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
var astarPaths = FindObjectsByType(FindObjectsSortMode.None);
foreach (var astar in astarPaths)
{
if (Application.isPlaying)
Destroy(astar.gameObject);
else
DestroyImmediate(astar.gameObject);
}
// 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;
}
}