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// LoadingScreenManager | |
// -------------------------------- | |
// built by Martin Nerurkar (http://www.martin.nerurkar.de) | |
// for Nowhere Prophet (http://www.noprophet.com) | |
// | |
// Licensed under GNU General Public License v3.0 | |
// http://www.gnu.org/licenses/gpl-3.0.txt | |
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using UnityEngine.SceneManagement; | |
public class LoadingScreenManager : MonoBehaviour { | |
[Header("Loading Visuals")] | |
public Image loadingIcon; | |
public Image loadingDoneIcon; | |
public Text loadingText; | |
public Image progressBar; | |
public Image fadeOverlay; | |
[Header("Timing Settings")] | |
public float waitOnLoadEnd = 0.25f; | |
public float fadeDuration = 0.25f; | |
[Header("Loading Settings")] | |
public LoadSceneMode loadSceneMode = LoadSceneMode.Single; | |
public ThreadPriority loadThreadPriority; | |
[Header("Other")] | |
// If loading additive, link to the cameras audio listener, to avoid multiple active audio listeners | |
public AudioListener audioListener; | |
AsyncOperation operation; | |
Scene currentScene; | |
public static int sceneToLoad = -1; | |
// IMPORTANT! This is the build index of your loading scene. You need to change this to match your actual scene index | |
static int loadingSceneIndex = 2; | |
public static void LoadScene(int levelNum) { | |
Application.backgroundLoadingPriority = ThreadPriority.High; | |
sceneToLoad = levelNum; | |
SceneManager.LoadScene(loadingSceneIndex); | |
} | |
void Start() { | |
if (sceneToLoad < 0) | |
return; | |
fadeOverlay.gameObject.SetActive(true); // Making sure it's on so that we can crossfade Alpha | |
currentScene = SceneManager.GetActiveScene(); | |
StartCoroutine(LoadAsync(sceneToLoad)); | |
} | |
private IEnumerator LoadAsync(int levelNum) { | |
ShowLoadingVisuals(); | |
yield return null; | |
FadeIn(); | |
StartOperation(levelNum); | |
float lastProgress = 0f; | |
// operation does not auto-activate scene, so it's stuck at 0.9 | |
while (DoneLoading() == false) { | |
yield return null; | |
if (Mathf.Approximately(operation.progress, lastProgress) == false) { | |
progressBar.fillAmount = operation.progress; | |
lastProgress = operation.progress; | |
} | |
} | |
if (loadSceneMode == LoadSceneMode.Additive) | |
audioListener.enabled = false; | |
ShowCompletionVisuals(); | |
yield return new WaitForSeconds(waitOnLoadEnd); | |
FadeOut(); | |
yield return new WaitForSeconds(fadeDuration); | |
if (loadSceneMode == LoadSceneMode.Additive) | |
SceneManager.UnloadScene(currentScene.name); | |
else | |
operation.allowSceneActivation = true; | |
} | |
private void StartOperation(int levelNum) { | |
Application.backgroundLoadingPriority = loadThreadPriority; | |
operation = SceneManager.LoadSceneAsync(levelNum, loadSceneMode); | |
if (loadSceneMode == LoadSceneMode.Single) | |
operation.allowSceneActivation = false; | |
} | |
private bool DoneLoading() { | |
return (loadSceneMode == LoadSceneMode.Additive && operation.isDone) || (loadSceneMode == LoadSceneMode.Single && operation.progress >= 0.9f); | |
} | |
void FadeIn() { | |
fadeOverlay.CrossFadeAlpha(0, fadeDuration, true); | |
} | |
void FadeOut() { | |
fadeOverlay.CrossFadeAlpha(1, fadeDuration, true); | |
} | |
void ShowLoadingVisuals() { | |
loadingIcon.gameObject.SetActive(true); | |
loadingDoneIcon.gameObject.SetActive(false); | |
progressBar.fillAmount = 0f; | |
loadingText.text = "LOADING..."; | |
} | |
void ShowCompletionVisuals() { | |
loadingIcon.gameObject.SetActive(false); | |
loadingDoneIcon.gameObject.SetActive(true); | |
progressBar.fillAmount = 1f; | |
loadingText.text = "LOADING DONE"; | |
} | |
} |
I tried adding .gif and converted it to a sprite. Then assigned it to the LoadingIcon
but the animation of the gif doesn't seem to animate it when rendering the game! Any ideas?
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Unity recommends using UnloadSceneAsync now. Use that instead of UnloadScene