Esempio n. 1
0
        public ITask GetAdditiveLoader(string sceneName, SceneTransition sceneTransition = null, IEnumerable <GameObject> removals = null)
        {
            if (sceneTransition == null)
            {
                sceneTransition = defaultSceneTransition;
            }

//FIXME: Implement Additive for non unity pro
#if UNITY_PRO_LICENSED
            ITask task = new AdditiveSceneLoaderTask(this, sceneName, additiveLoaderWatermark, sceneTransition, removals, additiveLoaderDelay);

            task.Done += result => {
                if (result.IsOk())
                {
                    Logger.LogDebug(LoggerModules.SceneManager, string.Format("loaded scene {0}", sceneName));
                    SceneLoaded(sceneName);
                }
            };

            return(task);
#else
            CoreLogger.LogWarning("Warning - attempting to additively load a scene without Unity Pro License - currently unsupported action");
            return(new SceneLoaderTask(this, sceneName, sceneTransition, null));
#endif
        }
Esempio n. 2
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            IEnumerator LoadAsset(AssetManager assetManager, string path)
            {
                if (!assetManager.CatalogReady)
                {
                    yield return(_coroutineFactory.StartCoroutine(() => assetManager.CatalogWaiter()));
                }

                string bundleName = assetManager.GetBundleName(path);

                if (bundleName != "")
                {
                    yield return(_coroutineFactory.StartCoroutine(() => WaitForBundle(assetManager, bundleName)));
                }
                else
                {
                    CoreLogger.LogWarning(assetManager.LoggerModule, string.Format("unable to find asset bundle for asset {0}", path));
                }

                if (_bundle == null)
                {
                    //unable to retrieve bundle
                    if (bundleName != "")
                    {
                        CoreLogger.LogWarning(assetManager.LoggerModule, string.Format("unable to load bundle {0} for asset {1} - will try to load locally", bundleName, path));
                    }

                    _request = Resources.LoadAsync(path);
                    yield return(_request);

                    _result = _request.asset as T;
                    if (_result != null)
                    {
                        InvokeResultSet();
                    }
                    yield break;
                }

                string assetName = assetManager.GetAssetName(path);

                _bundleRequest = _bundle.LoadAssetAsync(assetName, typeof(T));
                CoreLogger.LogInfo(assetManager.LoggerModule, string.Format("requesting load of asset {0} from bundle {1} - waiting...", assetName, bundleName));
                yield return(_bundleRequest);

                _result = _bundleRequest.asset as T;
                if (_result == null)
                {
                    CoreLogger.LogWarning(assetManager.LoggerModule, string.Format("failed to retrieve asset {0} from bundle {1} - will try to load locally", path, bundleName));
                    _request = Resources.LoadAsync(path);
                    yield return(_request);

                    _result = _request.asset as T;
                    yield break;
                }

                InvokeResultSet();

                CoreLogger.LogInfo(assetManager.LoggerModule, string.Format("finished loading asset {0}", path));
            }
        override protected void Awake()
        {
            base.Awake();

            if (s_activeControllers.Count > 0)
            {
                if (s_activeControllers.FirstOrDefault(c => c.SceneName == SceneName) != null)
                {
                    CoreLogger.LogWarning(LoggerModules.SceneManager, string.Format("scene controller with name {0} already active!", SceneName));
                }
                else
                {
                    CoreLogger.LogWarning(LoggerModules.SceneManager, string.Format("scene controller {0} awakening while there are other active controllers!", SceneName));
                }
            }

            s_activeControllers.Add(this);

            CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("scene controller for scene {0} awakening and setting itself current instead of {1}",
                                                                          SceneName, s_current.Target == null ? "null" : s_current.Target.SceneName));
            s_current.Target = this;

#if UNITY_EDITOR
            //a testing scene would not be a part of the build
            if (sceneType == SceneType.Testing)
            {
                if (s_jumpToInitOnTestScenes)
                {
                    s_jumpToInitOnTestScenes = false;
                    string temp = forceInitScene;
                    forceInitScene = "";
                    GameApplication.RequestingScene = Application.loadedLevelName;
                    Application.LoadLevel(temp);
                    return;
                }
            }

            if (Application.loadedLevel != 0 && GameApplication.RequestingScene == "")
            {
                GameApplication.RequestingScene = Application.loadedLevelName;

                if (forceInitScene != "")
                {
                    Application.LoadLevel(forceInitScene);
                }
                else
                {
                    Application.LoadLevel(0);
                }
            }
#endif
        }
        public void OnSceneClosing()
        {
            if (_readyToUnload)
            {
                CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("scene {0} received SceneClosing", SceneName));
            }
            else
            {
                CoreLogger.LogWarning(LoggerModules.SceneManager, string.Format("scene {0} received SceneClosing without being ready!", SceneName));

                //FIXME: better terminate all exits and stuff?
            }
        }
Esempio n. 5
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 IEnumerator Init()
 {
     return(LoadValue(
                string.Format("http://{0}/api/assetcatalogs", assetServerAddress),
                data => {
         if (data as DataArray != null)
         {
             CoreLogger.LogInfo(_loggerModule, string.Format("received catalog: {0}", data));
             _catalog = new AssetCatalog(data[0]);
         }
         else
         {
             CoreLogger.LogWarning(_loggerModule, "response is not a json array - no catalog will be available");
             _catalog = new AssetCatalog();
         }
     }
                ));
 }
Esempio n. 6
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        public T GetResource <T>(string name, bool isCascading) where T : Object
        {
            Object obj = null;

            if (isCascading)
            {
                obj = GameApplication.LoadFrameworkResource(name) as T;
            }
            if (obj == null)
            {
                obj = Resources.Load(name);
            }
            if (obj == null)
            {
                CoreLogger.LogWarning("UnityResourceManager", string.Format("resource {0} not found in framework paths!", name));
            }

            return(obj as T);
        }
Esempio n. 7
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        IEnumerator LoadValue(string url, System.Action <DataElement> handler)
        {
            CoreLogger.LogInfo(_loggerModule, string.Format("url {0} requested", url));

            WWW www = new WWW(url);

            yield return(www);

            if (www.error != null)
            {
                CoreLogger.LogWarning(_loggerModule, string.Format("failed to retrieve url - {0}", www.error));
                handler(null);
                yield break;
            }

            CoreLogger.LogTrace(_loggerModule, string.Format("requested url {0} returned {1}", url, www.text));

            DataElement dataElement = DataElement.Parse(www.text);

            handler(dataElement);
        }
Esempio n. 8
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            public ITask Start(System.Action <TaskEnding> resultHandler, float timeout = -1f)
            {
                _taskState = TaskState.Started;

                Done += resultHandler;

                _resource = Resources.Load(_asset) as T;
                if (_resource == null)
                {
                    CoreLogger.LogWarning("UnityResourceManager", string.Format("resource {0} not found in project!", _asset));
                }

                _startTime = Time.time;
                Done(TaskEnding.Done);
                if (_resource != null)
                {
                    ResultSet(_resource);
                }

                _taskState = TaskState.Done;

                return(this);
            }
Esempio n. 9
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        public IEnumerator DownloadAndCache(string bundleName, System.Action <AssetBundle> handler, int version)
        {
            LoadedBundle loadedBundle;

            if (_bundles.TryGetValue(bundleName, out loadedBundle))
            {
                if (loadedBundle != null)
                {
                    if (loadedBundle.version == version)
                    {
                        loadedBundle.lastRequest = Time.time;
                        loadedBundle.numRequests++;
                        handler(loadedBundle.bundle);
                        yield break;
                    }
                }
            }

            // Wait for the Caching system to be ready
            while (!Caching.ready)
            {
                yield return(null);
            }

            if (!maintainBundleCache)
            {
#if UNITY_2017_1_OR_NEWER
                Caching.ClearCache();
#else
                Caching.CleanCache();
#endif
            }

            // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
            string bundleUrl = GetBundleUrl(bundleName);
            CoreLogger.LogInfo("BundleManager", string.Format("for bundle {0}, full url is {1}", bundleName, bundleUrl));
            using (WWW www = WWW.LoadFromCacheOrDownload(bundleUrl, version))
            {
                yield return(www);

                if (www.error != null)
                {
                    CoreLogger.LogWarning(name, string.Format("unable to retrieve bundle {0}:{1}", bundleUrl, www.error));
                    handler(null);
                    yield break;
                }

                CoreLogger.LogDebug("BundleManager", string.Format("successfully retrieved bundle {0} from {1}", bundleName, bundleUrl));

                if (loadedBundle != null)
                {
                    CoreLogger.LogDebug("BundleManager", string.Format("New version ({0}) of bundle {1} retrieved - unloading old version ({2}) and caching new one", version, bundleName, loadedBundle.version));
                    loadedBundle.bundle.Unload(false);
                    loadedBundle.bundle = www.assetBundle;
                }
                else
                {
                    CollectGarbage();

                    CoreLogger.LogDebug("BundleManager", string.Format("caching version {0} of bundle {1}", version, bundleName));
                    _bundles[bundleName] = new LoadedBundle()
                    {
                        bundle = www.assetBundle, version = version
                    };
                }

                handler(www.assetBundle);
            }
        }
Esempio n. 10
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 public void should_call_logwarning()
 {
     _coreLogger.LogWarning(_message);
     _logger.Validate(LogLevel.Warning, _message);
 }
Esempio n. 11
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        override protected IEnumerator Controller()
        {
            ISceneLoaderTask pending = _sceneManager.PendingLoadTask;

            if (pending != null)
            {
                if (pending.SceneName == _sceneName)
                {
                    CoreLogger.LogNotice(LoggerModules.SceneManager, string.Format("{0}: pending request for the same scene ({1}); ending operation", _name, _sceneName));
                    InvokeDone(TaskEnding.Done);
                    yield break;
                }
            }

            CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("setting pending load to {0}", _name));
            _sceneManager.PendingLoadTask = this;

            if (pending != null)
            {
                CoreLogger.LogNotice(LoggerModules.SceneManager, string.Format("{0}: waiting on loader {1}...", _name, pending.Name));
                yield return(GameApplication.Instance.CoroutineFactory.Wait(pending));

                CoreLogger.LogNotice(LoggerModules.SceneManager, string.Format("{0}: waiting on loader {1} done!", _name, pending.Name));
            }

            float startTime = Time.realtimeSinceStartup;

            //check to see if the current scene has a TabTale controller (all scenes are supposed to have one)
            ISceneController currentSceneController = SceneController.Current;

            if (currentSceneController != null)
            {
                if (_sceneTransition != null)
                {
                    if (currentSceneController == null)
                    {
                        CoreLogger.LogNotice(LoggerModules.SceneManager, "no controller found in scene - injection of transitions is not possible!");
                    }
                    else
                    {
                        CoreLogger.LogInfo(LoggerModules.SceneManager, string.Format("injecting effect {0} into the scene", _sceneTransition.name));
                        InjectTransition(_sceneTransition, currentSceneController);
                    }
                }

                //tell the current scene it is about to be unloaded
                currentSceneController.PrepareToUnload();

                CoreLogger.LogInfo(LoggerModules.SceneManager, string.Format("{0}: waiting for current scene {1} to be ready to unload", _name, currentSceneController.SceneName));

                //async. waiting for either the old scene's signal that it's ready, or the timeout

                while (!currentSceneController.ReadyToUnload && (Time.realtimeSinceStartup - startTime <= _sceneManager.sceneUnloadTimeout))
                {
                    yield return(null);
                }

                CoreLogger.LogInfo(LoggerModules.SceneManager, string.Format("scene {0} done - wait took {1} seconds", currentSceneController.SceneName, Time.realtimeSinceStartup - startTime));

                //tell the current scene it is being unloaded
                currentSceneController.OnSceneClosing();
            }
            else
            {
                CoreLogger.LogWarning(LoggerModules.SceneManager, "Unable to find TabTale Scene Controller!");
            }

            _levelLoadStart      = Time.realtimeSinceStartup;
            _levelLoadStartFrame = Time.frameCount;

            if (_sceneManager.asyncPreloading)
            {
                yield return(_sceneManager.PreloadActions(_preloadActions));
            }
            else
            {
                _sceneManager.HandlePreloadActions(_preloadActions);
            }

            if (_sceneManager.asyncLoading && !Application.platform.IsEditor())
            {
                CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("Loading new scene {0} asynchronously...", _sceneName));

                SceneLoadStarted();

                _asyncLoadOperation = Application.LoadLevelAsync(_sceneName);
                yield return(_asyncLoadOperation);

                _asyncLoadOperation = null;
            }
            else
            {
                //start loading the new scene - note that even though this is a blocking call,
                //it actually starts a background thing, and from this moment on everything
                //is in Limbo
                Application.LoadLevel(_sceneName);
                _progress = 1;

                CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("Loading new scene {0} synchronously...", _sceneName));

                yield return(new WaitForEndOfFrame());

                yield return(new WaitForEndOfFrame());

                SceneLoadStarted();
            }

            GameApplication.Instance.ApplicationEvents.LevelLoaded -= OnLevelLoaded;

            if (_sceneManager.PendingLoadTask == this)
            {
                CoreLogger.LogDebug(LoggerModules.SceneManager, string.Format("resetting pending load from {0} to null", _name));
                _sceneManager.PendingLoadTask = null;
            }
        }
Esempio n. 12
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 public void Cancel()
 {
     CoreLogger.LogWarning(LoggerModules.SceneManager, string.Format("resource loader {0} received Cancel, which is not supported!", _name));
 }