Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Oculus.Interaction.Samples
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{
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public class SceneLoader : MonoBehaviour
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{
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private bool _loading = false;
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public Action<string> WhenLoadingScene = delegate { };
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public Action<string> WhenSceneLoaded = delegate { };
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private int _waitingCount = 0;
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public void Load(string sceneName)
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{
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if (_loading) return;
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_loading = true;
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// make sure we wait for all parties concerned to let us know they're ready to load
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_waitingCount = WhenLoadingScene.GetInvocationList().Length-1; // remove the count for the blank delegate
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if (_waitingCount == 0)
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{
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// if nobody else cares just set the preload to go directly to the loading of the scene
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HandleReadyToLoad(sceneName);
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}
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else
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{
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WhenLoadingScene.Invoke(sceneName);
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}
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}
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// this should be called after handling any pre-load tasks (e.g. fade to white) by anyone who regsistered with WhenLoadingScene in order for the loading to proceed
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public void HandleReadyToLoad(string sceneName)
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{
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_waitingCount--;
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if (_waitingCount <= 0)
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{
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StartCoroutine(LoadSceneAsync(sceneName));
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}
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}
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private IEnumerator LoadSceneAsync(string sceneName)
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{
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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WhenSceneLoaded.Invoke(sceneName);
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}
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}
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}
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