74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
/*
|
|
* 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<string> WhenLoadingScene = delegate { };
|
|
public Action<string> 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);
|
|
}
|
|
}
|
|
}
|