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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Core
{
public class Loader : MonoBehaviour
{
public static Loader Current;
public List<LoadGroup> loadGroups;
public UnityEvent onLoaded;
private bool _started;
#if UNITY_EDITOR
[HideInInspector] public int objectCount;
[HideInInspector] public int loadedObjectCount;
private void OnGUI()
{
GUILayout.Label($"Loaded: {loadedObjectCount / objectCount * 100}% ({loadedObjectCount}/{objectCount})");
}
#endif
private void Update()
{
if (!_started)
_started = true;
}
private void Awake()
{
#if UNITY_EDITOR
foreach (var loadGroup in loadGroups)
objectCount += loadGroup.GameObjects.Count;
#endif
if (Current == null)
Current = this;
StartCoroutine(Load());
}
private IEnumerator Load()
{
yield return new WaitUntil(() => _started);
foreach (var loadGroup in loadGroups)
{
if (loadGroups == null)
continue;
foreach (var loadGroupGameObject in loadGroup.GameObjects)
{
Instantiate(loadGroupGameObject);
#if UNITY_EDITOR
loadedObjectCount++;
#endif
yield return null;
}
}
onLoaded.Invoke();
Destroy(gameObject);
}
private void OnDestroy()
{
if (Current == this)
Current = null;
}
}
}
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