257 lines
9.7 KiB
C#
257 lines
9.7 KiB
C#
using System;
|
|
using System.Collections;
|
|
using AppleHills.Core.Settings;
|
|
using Core;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
namespace Bootstrap
|
|
{
|
|
/// <summary>
|
|
/// Specialized loading screen controller specifically for the initial boot sequence.
|
|
/// This handles the combined progress of bootstrap initialization and main menu loading.
|
|
/// </summary>
|
|
public class InitialLoadingScreen : MonoBehaviour
|
|
{
|
|
[Header("UI References")]
|
|
[SerializeField] private GameObject loadingScreenContainer;
|
|
[SerializeField] private Image progressBarImage;
|
|
|
|
[Header("Settings")]
|
|
[SerializeField] private float minimumDisplayTime = 1.0f;
|
|
[SerializeField] private float progressUpdateInterval = 0.1f;
|
|
|
|
private float _displayStartTime;
|
|
private Coroutine _progressCoroutine;
|
|
private bool _loadingComplete = false;
|
|
private bool _animationComplete = false;
|
|
private Action _onLoadingScreenFullyHidden;
|
|
|
|
/// <summary>
|
|
/// Event that fires when the loading screen is fully hidden (both loading and animation completed)
|
|
/// </summary>
|
|
public event Action OnLoadingScreenFullyHidden;
|
|
|
|
/// <summary>
|
|
/// Delegate for providing progress values from different sources
|
|
/// </summary>
|
|
public delegate float ProgressProvider();
|
|
|
|
/// <summary>
|
|
/// Current progress provider being used for the loading screen
|
|
/// </summary>
|
|
private ProgressProvider _currentProgressProvider;
|
|
|
|
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
|
|
|
/// <summary>
|
|
/// Default progress provider that returns 0 (or 1 if loading is complete)
|
|
/// </summary>
|
|
private float DefaultProgressProvider() => _loadingComplete ? 1f : 0f;
|
|
|
|
/// <summary>
|
|
/// Check if the loading screen is currently active
|
|
/// </summary>
|
|
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
|
|
|
|
private void Awake()
|
|
{
|
|
if (loadingScreenContainer == null)
|
|
loadingScreenContainer = gameObject;
|
|
|
|
// Ensure the loading screen is initially hidden
|
|
if (loadingScreenContainer != null)
|
|
{
|
|
loadingScreenContainer.SetActive(false);
|
|
}
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shows the loading screen and resets the progress bar to zero
|
|
/// </summary>
|
|
/// <param name="progressProvider">Optional delegate to provide progress values (0-1). If null, uses default provider.</param>
|
|
/// <param name="onComplete">Optional callback when loading screen is fully hidden</param>
|
|
public void ShowLoadingScreen(ProgressProvider progressProvider = null, Action onComplete = null)
|
|
{
|
|
// Store the completion callback
|
|
_onLoadingScreenFullyHidden = onComplete;
|
|
|
|
// Set the progress provider, use default if none provided
|
|
_currentProgressProvider = progressProvider ?? DefaultProgressProvider;
|
|
|
|
// Stop any existing progress coroutine
|
|
if (_progressCoroutine != null)
|
|
{
|
|
StopCoroutine(_progressCoroutine);
|
|
_progressCoroutine = null;
|
|
}
|
|
|
|
_displayStartTime = Time.time;
|
|
_loadingComplete = false;
|
|
_animationComplete = false;
|
|
|
|
if (progressBarImage != null)
|
|
{
|
|
progressBarImage.fillAmount = 0f;
|
|
}
|
|
|
|
if (loadingScreenContainer != null)
|
|
{
|
|
loadingScreenContainer.SetActive(true);
|
|
}
|
|
|
|
// Start the progress filling coroutine
|
|
_progressCoroutine = StartCoroutine(AnimateProgressBar());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Animates the progress bar at a steady pace over the minimum display time,
|
|
/// while also checking actual loading progress from the current progress provider
|
|
/// </summary>
|
|
private IEnumerator AnimateProgressBar()
|
|
{
|
|
float startTime = Time.time;
|
|
|
|
// Continue until both animation and loading are complete
|
|
while (!_animationComplete)
|
|
{
|
|
// Calculate the steady progress based on elapsed time
|
|
float elapsedTime = Time.time - startTime;
|
|
float steadyProgress = Mathf.Clamp01(elapsedTime / minimumDisplayTime);
|
|
|
|
// Get the actual loading progress from the current provider
|
|
float actualProgress = _currentProgressProvider();
|
|
|
|
// If loading is complete, actualProgress should be 1.0
|
|
if (_loadingComplete)
|
|
{
|
|
actualProgress = 1.0f;
|
|
}
|
|
|
|
// Use the minimum of steady progress and actual progress
|
|
// This ensures we don't show more progress than actual loading
|
|
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
|
|
|
|
// Log the progress values for debugging
|
|
LogDebugMessage($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
|
|
|
|
// Directly set the progress bar fill amount without smoothing
|
|
if (progressBarImage != null)
|
|
{
|
|
progressBarImage.fillAmount = displayProgress;
|
|
}
|
|
|
|
// Check if the animation has completed
|
|
// Animation is complete when we've reached the minimum display time AND we're at 100% progress
|
|
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
|
|
{
|
|
_animationComplete = true;
|
|
LogDebugMessage("Animation complete");
|
|
break;
|
|
}
|
|
|
|
// Wait for the configured interval before updating again
|
|
yield return new WaitForSeconds(progressUpdateInterval);
|
|
}
|
|
|
|
// Ensure we end at 100% progress
|
|
if (progressBarImage != null)
|
|
{
|
|
progressBarImage.fillAmount = 1.0f;
|
|
LogDebugMessage("Final progress set to 1.0");
|
|
}
|
|
|
|
// Hide the screen if loading is also complete
|
|
if (_loadingComplete)
|
|
{
|
|
if (loadingScreenContainer != null)
|
|
{
|
|
loadingScreenContainer.SetActive(false);
|
|
LogDebugMessage("Animation AND loading complete, hiding screen");
|
|
|
|
// Invoke the callback when fully hidden
|
|
_onLoadingScreenFullyHidden?.Invoke();
|
|
OnLoadingScreenFullyHidden?.Invoke();
|
|
_onLoadingScreenFullyHidden = null;
|
|
}
|
|
}
|
|
|
|
_progressCoroutine = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when the actual loading process is complete
|
|
/// </summary>
|
|
public void HideLoadingScreen()
|
|
{
|
|
LogDebugMessage("Loading complete, marking loading as finished");
|
|
|
|
// Mark that loading is complete
|
|
_loadingComplete = true;
|
|
|
|
// If animation is already complete, we can hide the screen now
|
|
if (_animationComplete)
|
|
{
|
|
if (loadingScreenContainer != null)
|
|
{
|
|
loadingScreenContainer.SetActive(false);
|
|
LogDebugMessage("Animation already complete, hiding screen immediately");
|
|
|
|
// Invoke the callback when fully hidden
|
|
_onLoadingScreenFullyHidden?.Invoke();
|
|
OnLoadingScreenFullyHidden?.Invoke();
|
|
_onLoadingScreenFullyHidden = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogDebugMessage("Animation still in progress, waiting for it to complete");
|
|
// The coroutine will handle hiding when animation completes
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits until the loading screen is fully hidden before continuing
|
|
/// </summary>
|
|
/// <returns>Task that completes when the loading screen is hidden</returns>
|
|
public System.Threading.Tasks.Task WaitForLoadingScreenToHideAsync()
|
|
{
|
|
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
|
|
|
|
// If the loading screen is not active, complete immediately
|
|
if (!IsActive)
|
|
{
|
|
tcs.SetResult(true);
|
|
return tcs.Task;
|
|
}
|
|
|
|
// Store existing callback to chain it
|
|
Action existingCallback = _onLoadingScreenFullyHidden;
|
|
|
|
// Set new callback
|
|
_onLoadingScreenFullyHidden = () => {
|
|
// Call existing callback if any
|
|
existingCallback?.Invoke();
|
|
|
|
// Complete the task
|
|
tcs.SetResult(true);
|
|
};
|
|
|
|
return tcs.Task;
|
|
}
|
|
|
|
private void LogDebugMessage(string message)
|
|
{
|
|
if ( _logVerbosity <= LogVerbosity.Debug)
|
|
{
|
|
Logging.Debug($"[InitialLoadingScreen] {message}");
|
|
}
|
|
}
|
|
}
|
|
}
|