Unity-WebSocket/Assets/FishNet/Runtime/Managing/Scened/SceneProcessorBase.cs
2025-06-28 11:28:54 +03:30

163 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityScene = UnityEngine.SceneManagement.Scene;
using UnitySceneManager = UnityEngine.SceneManagement.SceneManager;
namespace FishNet.Managing.Scened
{
public abstract class SceneProcessorBase : MonoBehaviour
{
#region Protected.
/// <summary>
/// SceneManager for this processor.
/// </summary>
protected SceneManager SceneManager;
/// <summary>
/// Scene used to store objects while they are being moved from one scene to another.
/// </summary>
protected Scene MovedObjectsScene;
/// <summary>
/// Scene used to store objects queued for destruction but cannot be destroyed until the clientHost gets the despawn packet.
/// </summary>
protected Scene DelayedDestroyScene;
/// <summary>
/// Scene used as the active scene when the user does not specify which scene to set active and the scenemanager cannot determine one without error.
/// This is primarily used so scenes with incorrect or unexpected lighting are not set as the active scene given this may disrupt visuals.
/// </summary>
protected Scene FallbackActiveScene;
#endregion
/// <summary>
/// Initializes this script for use.
/// </summary>
/// <param name="manager">SceneManager which will be utilizing this class.</param>
public virtual void Initialize(SceneManager manager)
{
SceneManager = manager;
}
/// <summary>
/// Called when scene loading has begun.
/// </summary>
public virtual void LoadStart(LoadQueueData queueData) { }
/// <summary>
/// Called when scene loading has ended.
/// </summary>
public virtual void LoadEnd(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has begun within a load operation.
/// </summary>
public virtual void UnloadStart(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has ended within a load operation.
/// </summary>
public virtual void UnloadEnd(LoadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has begun within an unload operation.
/// </summary>
public virtual void UnloadStart(UnloadQueueData queueData) { }
/// <summary>
/// Called when scene unloading has ended within an unload operation.
/// </summary>
public virtual void UnloadEnd(UnloadQueueData queueData) { }
/// <summary>
/// Begin loading a scene using an async method.
/// </summary>
/// <param name="sceneName">Scene name to load.</param>
public abstract void BeginLoadAsync(string sceneName, LoadSceneParameters parameters);
/// <summary>
/// Begin unloading a scene using an async method.
/// </summary>
/// <param name="sceneName">Scene name to unload.</param>
public abstract void BeginUnloadAsync(Scene scene);
/// <summary>
/// Returns if a scene load or unload percent is done.
/// </summary>
/// <returns></returns>
public abstract bool IsPercentComplete();
/// <summary>
/// Returns the progress on the current scene load or unload.
/// </summary>
/// <returns></returns>
public abstract float GetPercentComplete();
/// <summary>
/// Gets the scene last loaded by the processor.
/// </summary>
/// <remarks>This is called after IsPercentComplete returns true.</remarks>
public virtual Scene GetLastLoadedScene() => default;
/// <summary>
/// Adds a scene to loaded scenes.
/// </summary>
/// <param name="scene">Scene loaded.</param>
public virtual void AddLoadedScene(Scene scene) { }
/// <summary>
/// Returns scenes which were loaded during a load operation.
/// </summary>
public abstract List<Scene> GetLoadedScenes();
/// <summary>
/// Activates scenes which were loaded.
/// </summary>
public abstract void ActivateLoadedScenes();
/// <summary>
/// Returns if all asynchronized tasks are considered IsDone.
/// </summary>
/// <returns></returns>
public abstract IEnumerator AsyncsIsDone();
/// <summary>
/// Returns the MovedObjectsScene.
/// </summary>
/// <returns></returns>
public virtual Scene GetMovedObjectsScene()
{
//Create moved objects scene. It will probably be used eventually. If not, no harm either way.
if (string.IsNullOrEmpty(MovedObjectsScene.name))
MovedObjectsScene = FindOrCreateScene("MovedObjectsHolder");
return MovedObjectsScene;
}
/// <summary>
/// Returns the DelayedDestroyScene.
/// </summary>
/// <returns></returns>
public virtual Scene GetDelayedDestroyScene()
{
//Create moved objects scene. It will probably be used eventually. If not, no harm either way.
if (string.IsNullOrEmpty(DelayedDestroyScene.name))
DelayedDestroyScene = FindOrCreateScene("DelayedDestroy");
return DelayedDestroyScene;
}
/// <summary>
/// Returns the FallbackActiveScene.
/// </summary>
/// <returns></returns>
public virtual Scene GetFallbackActiveScene()
{
if (string.IsNullOrEmpty(FallbackActiveScene.name))
FallbackActiveScene = FindOrCreateScene("FallbackActiveScene");
return FallbackActiveScene;
}
/// <summary>
/// Tries to find a scene by name and if it does not exist creates an empty scene of name.
/// </summary>
/// <param name="name">Name of the scene to find or create.</param>
/// <returns></returns>
public virtual Scene FindOrCreateScene(string name)
{
Scene result = UnitySceneManager.GetSceneByName(name);
if (!result.IsValid())
result = UnitySceneManager.CreateScene(name);
return result;
}
}
}