using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Bootstrap;
namespace Core
{
///
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
///
public class SceneManagerService : MonoBehaviour
{
private LoadingScreenController _loadingScreen;
private static SceneManagerService _instance;
private static bool _isQuitting = false;
///
/// Singleton instance of the SceneManagerService. No longer creates an instance if one doesn't exist.
///
public static SceneManagerService Instance => _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();
private const string BootstrapSceneName = "BootstrapScene";
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
// Initialize current scene tracking immediately in Awake
InitializeCurrentSceneTracking();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Ensure BootstrapScene is loaded at startup
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
{
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
}
///
/// Initialize current scene tracking immediately in Awake
/// This ensures scene management works correctly regardless of boot timing
///
private void InitializeCurrentSceneTracking()
{
// Get the active scene and use it as the current gameplay scene
Scene activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
// If this is the MainMenu or another gameplay scene, track it
if (activeScene.name != BootstrapSceneName)
{
CurrentGameplayScene = activeScene.name;
Logging.Debug($"[SceneManagerService] Initialized with current scene: {CurrentGameplayScene}");
}
// Otherwise default to MainMenu
else
{
CurrentGameplayScene = "AppleHillsOverworld";
Logging.Debug($"[SceneManagerService] Initialized with default scene: {CurrentGameplayScene}");
}
}
else
{
CurrentGameplayScene = "AppleHillsOverworld";
Logging.Debug($"[SceneManagerService] No valid active scene, defaulting to: {CurrentGameplayScene}");
}
}
private void InitializePostBoot()
{
// Set up loading screen reference and events after boot is complete
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers if available
SetupLoadingScreenEvents();
Logging.Debug($"[SceneManagerService] Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
}
private void SetupLoadingScreenEvents()
{
if (_loadingScreen == null) return;
SceneLoadStarted += _ => _loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
SceneLoadCompleted += _ => _loadingScreen.HideLoadingScreen();
}
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)
{
Logging.Warning($"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)
{
// Show loading screen at the start of multiple scene loading
if (_loadingScreen != null)
{
_loadingScreen.ShowLoadingScreen();
}
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);
await Task.Yield();
}
foreach (var name in sceneNames)
{
_activeLoads.Remove(name);
SceneLoadCompleted?.Invoke(name);
}
// Hide loading screen after all scenes are loaded
if (_loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();
}
}
///
/// Unload multiple scenes asynchronously.
///
/// Enumerable of scene names to unload.
/// Optional progress reporter.
public async Task UnloadScenesAsync(IEnumerable sceneNames, IProgress progress = null)
{
// Show loading screen at the start of multiple scene unloading
if (_loadingScreen != null)
{
_loadingScreen.ShowLoadingScreen();
}
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);
await Task.Yield();
}
foreach (var name in sceneNames)
{
_activeUnloads.Remove(name);
SceneUnloadCompleted?.Invoke(name);
}
// Hide loading screen after all scenes are unloaded
if (_loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();
}
}
// 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; set; } = "AppleHillsOverworld";
public async Task ReloadCurrentScene(IProgress progress = null, bool autoHideLoadingScreen = true)
{
await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen);
}
///
/// Switches from current gameplay scene to a new one
///
/// Name of the scene to load
/// Optional progress reporter
/// Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.
public async Task SwitchSceneAsync(string newSceneName, IProgress progress = null, bool autoHideLoadingScreen = true)
{
// Show loading screen at the start (whether using auto-hide or not)
if (_loadingScreen != null && !_loadingScreen.IsActive)
{
_loadingScreen.ShowLoadingScreen();
}
// 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);
}
// Unload previous gameplay scene (if not BootstrapScene and not same as new)
if (!string.IsNullOrEmpty(CurrentGameplayScene)&& CurrentGameplayScene != BootstrapSceneName)
{
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
if (prevScene.isLoaded)
{
await UnloadSceneAsync(CurrentGameplayScene);
}
else
{
Logging.Warning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
}
}
// Ensure BootstrapScene is loaded before loading new scene
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
{
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
// Load new gameplay scene
await LoadSceneAsync(newSceneName, progress);
// Update tracker
CurrentGameplayScene = newSceneName;
// Only hide the loading screen if autoHideLoadingScreen is true
if (autoHideLoadingScreen && _loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();
}
}
}
}