Skip to content

Instantly share code, notes, and snippets.

@mquaker
Forked from Democide/LoadingScreenManager.cs
Created December 22, 2017 00:36
Show Gist options
  • Save mquaker/2a2d395e20a16befcdebb591e325df21 to your computer and use it in GitHub Desktop.
Save mquaker/2a2d395e20a16befcdebb591e325df21 to your computer and use it in GitHub Desktop.
// 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";
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment