/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; namespace Oculus.Interaction.Samples { public class SceneLoader : MonoBehaviour { private bool _loading = false; public Action WhenLoadingScene = delegate { }; public Action WhenSceneLoaded = delegate { }; private int _waitingCount = 0; public void Load(string sceneName) { if (_loading) return; _loading = true; // make sure we wait for all parties concerned to let us know they're ready to load _waitingCount = WhenLoadingScene.GetInvocationList().Length - 1; // remove the count for the blank delegate if (_waitingCount == 0) { // if nobody else cares just set the preload to go directly to the loading of the scene HandleReadyToLoad(sceneName); } else { WhenLoadingScene.Invoke(sceneName); } } // this should be called after handling any pre-load tasks (e.g. fade to white) by anyone who regsistered with WhenLoadingScene in order for the loading to proceed public void HandleReadyToLoad(string sceneName) { _waitingCount--; if (_waitingCount <= 0) { StartCoroutine(LoadSceneAsync(sceneName)); } } private IEnumerator LoadSceneAsync(string sceneName) { AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName); while (!asyncLoad.isDone) { yield return null; } WhenSceneLoaded.Invoke(sceneName); } } }