Added Passthrough for loading screen and base scene
This commit is contained in:
@@ -2403,7 +2403,7 @@ MeshRenderer:
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--- !u!1 &466011856
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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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recorder: {fileID: 2089505615}
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loadingScreen: {fileID: 1815111294}
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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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GameObject:
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@@ -11657,7 +11811,7 @@ RectTransform:
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--- !u!114 &1797910565
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@@ -11679,7 +11833,7 @@ MonoBehaviour:
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m_text:
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m_text: Willkommen
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@@ -11713,7 +11867,7 @@ MonoBehaviour:
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@@ -11992,6 +12146,7 @@ GameObject:
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m_Name: LoadingScreen
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@@ -12067,6 +12222,72 @@ MeshFilter:
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--- !u!1 &1843636611
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@@ -13506,3 +13727,4 @@ SceneRoots:
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- {fileID: 656166928}
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@@ -4,6 +4,8 @@ using UnityEngine.SceneManagement;
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using TMPro;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using Cysharp.Threading.Tasks;
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using System.Threading.Tasks;
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public class FlushAndLoad : MonoBehaviour
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{
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@@ -12,6 +14,7 @@ public class FlushAndLoad : MonoBehaviour
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public GhostRecorderBatch recorder;
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public GameObject loadingScreen;
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public GameObject canvas;
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public GameObject passthroughLayer;
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private string sceneId;
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@@ -42,11 +45,12 @@ public class FlushAndLoad : MonoBehaviour
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else
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{
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output.text = "Flush...";
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loadingScreen.SetActive(true);
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_ = LoadScene();
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/*loadingScreen.SetActive(true);
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canvas.SetActive(false);
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recorder.Flush();
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GetComponent<SceneLoader>().NewRoom();
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GetComponent<SceneLoader>().NewRoom();*/
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}
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}
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@@ -56,8 +60,10 @@ public class FlushAndLoad : MonoBehaviour
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{
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loadingScreen.SetActive(false);
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output.text = "";
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if (sceneId == "End")
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{
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output.text = "Durchlauf beendet.";
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}
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}
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private void HandleSceneIdReady(string id, List<GameObject> doors)
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@@ -66,12 +72,26 @@ public class FlushAndLoad : MonoBehaviour
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if (id == "Room1")
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{
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loadingScreen.SetActive(false);
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passthroughLayer.SetActive(false);
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}
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if (id == "End")
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{
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output.text = "Durchlauf beendet.";
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instruction.text = "Drücke den rechten Trigger, um die Anwendung zu beenden.";
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canvas.SetActive(true);
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passthroughLayer.SetActive(true);
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}
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}
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private async UniTask Loadingscreen()
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{
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loadingScreen.SetActive(true);
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canvas.SetActive(false);
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}
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private async UniTaskVoid LoadScene()
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{
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await Loadingscreen();
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recorder.Flush();
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GetComponent<SceneLoader>().NewRoom();
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}
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}
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Reference in New Issue
Block a user