178 lines
6.8 KiB
C#
178 lines
6.8 KiB
C#
using System;
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using UnityEngine;
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using UI;
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using Core;
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using UnityEngine.SceneManagement;
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namespace Bootstrap
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{
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/// <summary>
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/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
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/// </summary>
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public class BootSceneController : MonoBehaviour
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{
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[SerializeField] private string mainMenuSceneName = "MainMenu";
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[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
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[SerializeField] private bool debugMode = false;
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// Progress distribution between bootstrap and scene loading
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[SerializeField, Range(0.1f, 0.9f)] private float bootProgressWeight = 0.5f; // Default 50/50 split
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private enum LoadingPhase { Bootstrap, SceneLoading }
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private LoadingPhase _currentPhase = LoadingPhase.Bootstrap;
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private bool _bootComplete = false;
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private bool _hasStartedLoading = false;
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private float _sceneLoadingProgress = 0f;
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private void Start()
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{
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Debug.Log("[BootSceneController] Boot scene started");
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// Ensure the loading screen controller exists
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if (LoadingScreenController.Instance == null)
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{
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Debug.LogError("[BootSceneController] No LoadingScreenController found in the scene!");
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return;
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}
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// Show the loading screen immediately with our combined progress provider
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LoadingScreenController.Instance.ShowLoadingScreen(
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progressProvider: GetCombinedProgress,
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onComplete: () => {
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Debug.Log("[BootSceneController] Loading screen fully hidden, boot sequence completed");
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}
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);
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// Start the boot process if not already initialized
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if (!CustomBoot.Initialised)
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{
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// Subscribe to the boot completion event
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CustomBoot.OnBootCompleted += OnBootCompleted;
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CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
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// Start initialization
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CustomBoot.PerformInitialisation();
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}
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else
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{
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// If already initialized (can happen in editor testing), proceed immediately
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Debug.Log("[BootSceneController] Bootstrap already initialized, proceeding to main menu");
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OnBootCompleted();
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}
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// In debug mode, log additional information
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if (debugMode)
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{
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InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
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}
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}
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private void OnDestroy()
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{
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// Clean up event subscriptions
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CustomBoot.OnBootCompleted -= OnBootCompleted;
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CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
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if (debugMode)
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{
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CancelInvoke(nameof(LogDebugInfo));
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}
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}
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/// <summary>
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/// Progress provider that combines bootstrap and scene loading progress
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/// </summary>
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private float GetCombinedProgress()
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{
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switch (_currentPhase)
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{
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case LoadingPhase.Bootstrap:
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// Scale bootstrap progress from 0 to bootProgressWeight
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return CustomBoot.CurrentProgress * bootProgressWeight;
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case LoadingPhase.SceneLoading:
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// Scale scene loading progress from bootProgressWeight to 1.0
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return bootProgressWeight + (_sceneLoadingProgress * (1f - bootProgressWeight));
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default:
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return 0f;
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}
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}
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private void OnBootProgressChanged(float progress)
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{
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if (debugMode)
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{
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Debug.Log($"[BootSceneController] Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
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}
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}
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private void LogDebugInfo()
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{
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Debug.Log($"[BootSceneController] Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
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$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
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}
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private void OnBootCompleted()
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{
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// Unsubscribe to prevent duplicate calls
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CustomBoot.OnBootCompleted -= OnBootCompleted;
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Debug.Log("[BootSceneController] Boot process completed");
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_bootComplete = true;
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// After a small delay, start loading the main menu
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// This prevents jerky transitions if boot happens very quickly
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Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
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}
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private void StartLoadingMainMenu()
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{
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if (_hasStartedLoading)
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return;
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_hasStartedLoading = true;
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_currentPhase = LoadingPhase.SceneLoading;
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LoadMainMenu();
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}
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private async void LoadMainMenu()
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{
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Debug.Log($"[BootSceneController] Loading main menu scene: {mainMenuSceneName}");
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try
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{
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// Initialize scene loading progress to 0 to ensure proper remapping
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_sceneLoadingProgress = 0f;
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// Create a progress object that remaps scene loading progress (0-1) to our second phase range
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var progress = new Progress<float>(p => {
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// Store the raw scene loading progress (0-1)
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_sceneLoadingProgress = p;
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if (debugMode)
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{
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Debug.Log($"[BootSceneController] Scene loading raw: {p:P0}, Combined: {GetCombinedProgress():P0}");
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}
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});
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// Load the scene but don't auto-hide loading screen (we're managing that ourselves)
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await SceneManagerService.Instance.SwitchSceneAsync(mainMenuSceneName, progress, autoHideLoadingScreen: false);
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// Ensure progress is complete
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_sceneLoadingProgress = 1f;
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// Scene is fully loaded, we can now hide the loading screen
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LoadingScreenController.Instance.HideLoadingScreen();
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}
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catch (Exception e)
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{
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Debug.LogError($"[BootSceneController] Error loading main menu: {e.Message}");
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// Still try to hide the loading screen even if there was an error
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LoadingScreenController.Instance.HideLoadingScreen();
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}
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}
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}
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}
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