Initial commit
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace BracerLib.UI
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{
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public class SceneLoadingManager : MonoBehaviour
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{
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private static SceneLoadingManager _instance;
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public static void LoadScenes(string[] scenePath, LoadSceneMode sceneMode)
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{
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if (!ValidInstance())
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return;
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_instance.TryLoadScenes(scenePath, sceneMode);
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}
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public static void Show()
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{
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if (ValidInstance())
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_instance.Toggle(true);
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}
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public static void Hide()
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{
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if (ValidInstance())
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_instance.Toggle(false);
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}
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private static bool ValidInstance()
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{
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if (_instance != null)
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return true;
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Debug.LogError("No Load Screen Manager found.");
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return false;
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}
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[SerializeField]
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private GameObject _loadingScreenGameObject;
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private Coroutine _sceneLoadingCoroutine;
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private void Awake()
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{
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DontDestroyOnLoad(_loadingScreenGameObject);
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if (_instance != null)
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{
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Debug.LogError("Multiple LoadScreenManagers found. Please delete one", this);
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Destroy(this);
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return;
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}
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_instance = this;
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}
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private void TryLoadScenes(string[] scenePaths, LoadSceneMode sceneMode)
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{
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if (_sceneLoadingCoroutine != null)
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{
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Debug.LogError("SceneLoadingManager is already loading scenes.");
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return;
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}
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_sceneLoadingCoroutine = StartCoroutine(LoadSceneCoroutine(scenePaths, sceneMode));
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}
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private IEnumerator LoadSceneCoroutine(string[] scenePaths, LoadSceneMode sceneMode)
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{
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Show();
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for (var i = 0; i < scenePaths.Length; i++)
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yield return SceneManager.LoadSceneAsync(scenePaths[i], sceneMode);
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Hide();
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_sceneLoadingCoroutine = null;
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}
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private void Toggle(bool state)
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{
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_loadingScreenGameObject.SetActive(state);
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}
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}
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}
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