//public virtual async UniTask NavigateAsync(ISceneArgs args, IProgress<float> progress = null) //{ // // 結果を待ってるシーンがあるならダメ // if (this._taskCompletionSourcesByResultRequirementId.Count > 0) // { // throw new NavigationFailureException("結果を待っているシーンがあります", args); // } // for(var i = 0; i < args.SubScenes.Count; ++i) // { // if (args.SubScenes[i].SceneName) // { // } // } // await NavigateCoreAsync(args, NavigationOption.Push, progress); //} public virtual async UniTask <TResult> NavigateNextAsync <TResult>(ISceneArgs args, IProgress <float> progress = null) { using (var internalProgresses = new NavigationInternalProgressGroup(progress, 1)) { var resultRequirementId = Guid.NewGuid(); var taskCompletionSource = new UniTaskCompletionSource <object>(); if (this._taskCompletionSourcesByResultRequirementId.ContainsKey(resultRequirementId)) { throw new NavigationFailureException("シーンをテーブルに追加できませんでした", args); } this._taskCompletionSourcesByResultRequirementId[resultRequirementId] = taskCompletionSource; var activateResult = await NavigateCoreAsync(args, NavigationOption.Popup, internalProgresses[0]); // ここでダメな場合は既にActivateAsyncでエラーを吐いてるハズ if (activateResult == null) { return(default(TResult)); } activateResult.NextScene.ResultRequirementId = resultRequirementId; var result = await taskCompletionSource.Task; if (!(result is TResult)) { throw new NavigationFailureException($"戻り値の型は{typeof(TResult)}を期待しましたが、{result.GetType()}が返されました", args); } return((TResult)result); } }
public virtual async UniTask NavigateBackAsync(object result = null, IProgress <float> progress = null) { using (var internalProgresses = new NavigationInternalProgressGroup(progress, 1)) { var previousObject = this._navigateHistoryStack.Peek(); if (previousObject == null) { throw new NavigationFailureException("シーンスタックがありません", null); } var previousScene = default(INavigatableScene); if (!this._scenesByName.TryGetValue(previousObject.SceneName, out previousScene)) { throw new NavigationFailureException("無効なシーンが設定されています", null); } // 先に結果要求IDを貰っておく var resultRequirementId = previousScene.ResultRequirementId; // 遷移 var option = NavigationOption.Pop; if (previousObject.TransitionMode.HasFlag(TransitionMode.KeepCurrent)) { option |= NavigationOption.Override; } await NavigateCoreAsync(previousScene.ParentSceneArgs, option, internalProgresses[0]); if (resultRequirementId.HasValue && this._taskCompletionSourcesByResultRequirementId.ContainsKey(resultRequirementId.Value)) { var taskCompletionSource = this._taskCompletionSourcesByResultRequirementId[resultRequirementId.Value]; if (taskCompletionSource == null) { throw new NavigationFailureException("戻り値が取得できません", previousScene.SceneArgs); } if (!taskCompletionSource.TrySetResult(result)) { throw new NavigationFailureException("結果の代入に失敗しました", previousScene.SceneArgs); } } else { throw new NavigationFailureException("戻り値が取得できません", previousScene.SceneArgs); } } }
private async UniTask <SubSceneTransitions> NavigateSubScenesCoreAsync(ISceneArgs args, CancellationToken token, IProgress <float> progress = null) { var result = new SubSceneTransitions(); if (!args.SubScenes.Any()) { return(result); } var internalProgresses = new NavigationInternalProgressGroup(progress, 2); var removes = this._currentSubScenesByName .Where(x => args.SubScenes.All(y => y.SceneName != x.Key)) .Select(x => x.Value) .ToArray(); using (var internalDisactivateProgresses = new NavigationInternalProgressGroup(internalProgresses[0], removes.Length)) { for (var i = 0; i < removes.Length; ++i) { var disactivationResult = new NavigationResult() { PreviousScene = removes[i], TransitionMode = TransitionMode.Back, }; await removes[i].LeaveAsync(disactivationResult.TransitionMode, internalDisactivateProgresses[i]); internalDisactivateProgresses[i].Report(1f); // 古いシーンの遷移処理を呼ぶ result.OnLeftTasks.Add(async(CancellationToken innerToken, IProgress <float> innerProgress) => { await this._afterTransition.OnLeftAsync(disactivationResult, innerToken, innerProgress); // シーンのファイナライズ処理 disactivationResult.PreviousScene.Collapse(); await UnloadAsync(disactivationResult.PreviousScene.SceneArgs, token); }); } } using (var internalActivateProgresses = new NavigationInternalProgressGroup(internalProgresses[1], args.SubScenes.Count)) { for (var i = 0; i < args.SubScenes.Count; ++i) { using (var internalActivateProgresses2 = new NavigationInternalProgressGroup(internalActivateProgresses[i], 3)) { var subSceneArgs = args.SubScenes[i]; if (this._scenesByName.ContainsKey(subSceneArgs.SceneName)) { throw new NavigationFailureException($"{subSceneArgs.SceneName}は既に通常シーンとしてロードされています。通常シーンをサブシーンに変更することはできません。", args); } NavigationResult activationResult; if (this._currentSubScenesByName.ContainsKey(args.SubScenes[i].SceneName)) { // 既にInitialize済みのSceneであればActivateするだけでOK activationResult = this.Activate(subSceneArgs, NavigationOption.Sub); } else { activationResult = await this.LoadAsync(subSceneArgs, token, NavigationOption.Sub, internalActivateProgresses2[0]); } internalActivateProgresses2[i].Report(1f); // 新しいシーンをリセットする await activationResult.NextScene.ResetAsync(args, activationResult.TransitionMode, internalActivateProgresses2[1]); internalActivateProgresses2[1].Report(1f); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } // 新規シーンなら初期化する if (activationResult.TransitionMode.HasFlag(TransitionMode.New)) { activationResult.NextScene.Initialize(); } // 新規シーンに入る await activationResult.NextScene.EnterAsync(activationResult.TransitionMode, internalActivateProgresses2[2]); internalActivateProgresses2[2].Report(1f); // 新規シーンに入ったら外部の遷移処理を呼ぶ result.OnEnteredTasks.Add(async(CancellationToken innerToken, IProgress <float> innerProgress) => { for (var j = 0; j < activationResult.NextScene.RootCanvases.Count; ++j) { activationResult.NextScene.RootCanvases[j].enabled = false; } activationResult.NextScene.RootObject.SetActive(true); await this._afterTransition.OnEnteredAsync(activationResult, activationResult.NextScene.SceneLifeCancellationToken, new Progress <float>()); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } for (var j = 0; j < activationResult.NextScene.RootCanvases.Count; ++j) { activationResult.NextScene.RootCanvases[j].enabled = true; } }); } } } return(result); }
private async UniTask <NavigationResult> NavigateCoreAsync(ISceneArgs args, NavigationOption option = NavigationOption.None, IProgress <float> progress = null) { if (this._currentSubScenesByName.ContainsKey(args.SceneName)) { throw new NavigationFailureException($"{args.SceneName}は既にサブシーンとしてロードされています。サブシーンを通常シーンに変更することはできません。", args); } using (var internalProgresses = new NavigationInternalProgressGroup(progress, 6)) using (NavigationLock.Acquire(args)) { var loadingDisplay = default(ILoadingDisplay); if (this._loadingDisplaySelector != null) { if (this._loadingDisplaysByOption.ContainsKey((int)option)) { loadingDisplay = this._loadingDisplaysByOption[(int)option]; } else { loadingDisplay = this._loadingDisplaysByOption[(int)option] = this._loadingDisplaySelector.SelectDisplay(option); } } if (loadingDisplay != null) { loadingDisplay.Show(); } var cancellationToken = this._currentScene?.SceneLifeCancellationToken ?? new CancellationTokenSource().Token; // まずサブシーンを処理する var subSceneTransitions = await NavigateSubScenesCoreAsync(args, cancellationToken, internalProgresses[0]); internalProgresses[0].Report(1f); NavigationResult activationResult; if (this._scenesByName.ContainsKey(args.SceneName)) { // 既にInitialize済みのSceneであればActivateするだけでOK activationResult = this.Activate(args, option); } else { activationResult = await this.LoadAsync(args, cancellationToken, option, internalProgresses[1]); } internalProgresses[1].Report(1f); // ここでダメな場合は既にActivateAsyncでエラーを吐いてるハズ if (activationResult == null || activationResult.NextScene == null) { return(null); } if (option.HasFlag(NavigationOption.Push)) { // 新しいシーンをスタックに積む this._navigateHistoryStack.Push(new NavigationStackElement() { SceneName = args.SceneName, TransitionMode = activationResult.TransitionMode }); } // 新しいシーンをリセットする await activationResult.NextScene.ResetAsync(args, activationResult.TransitionMode, internalProgresses[2]); internalProgresses[2].Report(1f); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } // 新規シーンなら初期化する if (activationResult.TransitionMode.HasFlag(TransitionMode.New)) { activationResult.NextScene.Initialize(); } // 新規シーンに入る await activationResult.NextScene.EnterAsync(activationResult.TransitionMode, internalProgresses[3]); internalProgresses[3].Report(1f); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } // 古いシーンから出る if (activationResult.PreviousScene != null) { await activationResult.PreviousScene.LeaveAsync(activationResult.TransitionMode, internalProgresses[4]); internalProgresses[4].Report(1f); } // 新規シーンに入ったら外部の遷移処理を呼ぶ async UniTask enterNext() { for (var i = 0; i < activationResult.NextScene.RootCanvases.Count; ++i) { activationResult.NextScene.RootCanvases[i].enabled = false; } activationResult.NextScene.RootObject.SetActive(true); await this._afterTransition.OnEnteredAsync(activationResult, activationResult.NextScene.SceneLifeCancellationToken, new Progress <float>()); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } for (var i = 0; i < activationResult.NextScene.RootCanvases.Count; ++i) { activationResult.NextScene.RootCanvases[i].enabled = true; } } // 古いシーンの遷移処理を呼ぶ async UniTask leavePrevious() { if (activationResult.PreviousScene != null) { await this._afterTransition.OnLeftAsync(activationResult, activationResult.NextScene.SceneLifeCancellationToken, new Progress <float>()); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } // 上に乗せるフラグが無ければ非アクティブ化 if (!option.HasFlag(NavigationOption.Override)) { activationResult.PreviousScene.RootObject.SetActive(false); } // Popするならアンロードも行う if (option.HasFlag(NavigationOption.Pop)) { // シーンのファイナライズ処理 activationResult.PreviousScene.Collapse(); // 古いシーンをスタックから抜いてアンロード var popObject = this._navigateHistoryStack.Pop(); await UnloadAsync(activationResult.PreviousScene.SceneArgs, activationResult.NextScene.SceneLifeCancellationToken, internalProgresses[5]); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } } } internalProgresses[5].Report(1f); } // 遷移処理は同時に進行 await UniTask.WhenAll( enterNext(), leavePrevious(), subSceneTransitions.OnEnteredAsync(activationResult.NextScene.SceneLifeCancellationToken), subSceneTransitions.OnLeftAsync(activationResult.NextScene.SceneLifeCancellationToken)); if (activationResult.NextScene.SceneLifeCancellationToken.IsCancellationRequested) { throw new OperationCanceledException("遷移処理がキャンセルされました", new NavigationFailureException("遷移処理がキャンセルされました", args), activationResult.NextScene.SceneLifeCancellationToken); } if (loadingDisplay != null) { loadingDisplay.Hide(); } return(activationResult); } }