Added Passthrough for loading screen and base scene
This commit is contained in:
@@ -2403,7 +2403,7 @@ MeshRenderer:
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@@ -2729,6 +2729,123 @@ MonoBehaviour:
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version: 1
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@@ -3154,6 +3271,11 @@ PrefabInstance:
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@@ -3269,11 +3391,41 @@ PrefabInstance:
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@@ -3299,7 +3451,8 @@ PrefabInstance:
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@@ -7214,7 +7367,7 @@ MeshRenderer:
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@@ -10878,6 +11031,7 @@ MonoBehaviour:
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loadingScreen: {fileID: 1815111294}
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canvas: {fileID: 304632835}
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canvas: {fileID: 304632835}
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passthroughLayer: {fileID: 464406823}
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--- !u!1 &1663766863
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@@ -11657,7 +11811,7 @@ RectTransform:
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--- !u!114 &1797910565
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--- !u!114 &1797910565
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@@ -11679,7 +11833,7 @@ MonoBehaviour:
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m_text: Willkommen
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||||||
|
_lutWeight: 1
|
||||||
|
_flipLutY: 1
|
||||||
|
serializedSurfaceGeometry: []
|
||||||
|
textureOpacity_: 1
|
||||||
|
edgeRenderingEnabled_: 0
|
||||||
|
edgeColor_: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
colorMapType: 0
|
||||||
--- !u!1 &1843636611
|
--- !u!1 &1843636611
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -13506,3 +13727,4 @@ SceneRoots:
|
|||||||
- {fileID: 656166928}
|
- {fileID: 656166928}
|
||||||
- {fileID: 99310526}
|
- {fileID: 99310526}
|
||||||
- {fileID: 304632833}
|
- {fileID: 304632833}
|
||||||
|
- {fileID: 464406826}
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ using UnityEngine.SceneManagement;
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
public class FlushAndLoad : MonoBehaviour
|
public class FlushAndLoad : MonoBehaviour
|
||||||
{
|
{
|
||||||
@@ -12,6 +14,7 @@ public class FlushAndLoad : MonoBehaviour
|
|||||||
public GhostRecorderBatch recorder;
|
public GhostRecorderBatch recorder;
|
||||||
public GameObject loadingScreen;
|
public GameObject loadingScreen;
|
||||||
public GameObject canvas;
|
public GameObject canvas;
|
||||||
|
public GameObject passthroughLayer;
|
||||||
|
|
||||||
private string sceneId;
|
private string sceneId;
|
||||||
|
|
||||||
@@ -42,11 +45,12 @@ public class FlushAndLoad : MonoBehaviour
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
output.text = "Flush...";
|
output.text = "Flush...";
|
||||||
loadingScreen.SetActive(true);
|
_ = LoadScene();
|
||||||
|
/*loadingScreen.SetActive(true);
|
||||||
canvas.SetActive(false);
|
canvas.SetActive(false);
|
||||||
|
|
||||||
recorder.Flush();
|
recorder.Flush();
|
||||||
GetComponent<SceneLoader>().NewRoom();
|
GetComponent<SceneLoader>().NewRoom();*/
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -56,8 +60,10 @@ public class FlushAndLoad : MonoBehaviour
|
|||||||
{
|
{
|
||||||
loadingScreen.SetActive(false);
|
loadingScreen.SetActive(false);
|
||||||
output.text = "";
|
output.text = "";
|
||||||
|
if (sceneId == "End")
|
||||||
|
{
|
||||||
|
output.text = "Durchlauf beendet.";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleSceneIdReady(string id, List<GameObject> doors)
|
private void HandleSceneIdReady(string id, List<GameObject> doors)
|
||||||
@@ -66,12 +72,26 @@ public class FlushAndLoad : MonoBehaviour
|
|||||||
if (id == "Room1")
|
if (id == "Room1")
|
||||||
{
|
{
|
||||||
loadingScreen.SetActive(false);
|
loadingScreen.SetActive(false);
|
||||||
|
passthroughLayer.SetActive(false);
|
||||||
}
|
}
|
||||||
if (id == "End")
|
if (id == "End")
|
||||||
{
|
{
|
||||||
output.text = "Durchlauf beendet.";
|
|
||||||
instruction.text = "Drücke den rechten Trigger, um die Anwendung zu beenden.";
|
instruction.text = "Drücke den rechten Trigger, um die Anwendung zu beenden.";
|
||||||
canvas.SetActive(true);
|
canvas.SetActive(true);
|
||||||
|
passthroughLayer.SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private async UniTask Loadingscreen()
|
||||||
|
{
|
||||||
|
loadingScreen.SetActive(true);
|
||||||
|
canvas.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private async UniTaskVoid LoadScene()
|
||||||
|
{
|
||||||
|
await Loadingscreen();
|
||||||
|
recorder.Flush();
|
||||||
|
GetComponent<SceneLoader>().NewRoom();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user