Add StickGame Assets
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using System.Collections.Generic;
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using UnityEngine;
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using UnitySceneManager = UnityEngine.SceneManagement.SceneManager;
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using UnityScene = UnityEngine.SceneManagement.Scene;
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using System.Collections;
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using System;
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namespace FishNet.Managing.Scened
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{
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public class DefaultSceneProcessor : SceneProcessorBase
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{
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#region Private.
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/// <summary>
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/// Currently active loading AsyncOperations.
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/// </summary>
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protected List<AsyncOperation> LoadingAsyncOperations = new List<AsyncOperation>();
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/// <summary>
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/// A collection of scenes used both for loading and unloading.
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/// </summary>
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protected List<UnityScene> Scenes = new List<UnityScene>();
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/// <summary>
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/// Current AsyncOperation being processed.
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/// </summary>
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protected AsyncOperation CurrentAsyncOperation;
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#endregion
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/// <summary>
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/// Called when scene loading has begun.
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/// </summary>
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public override void LoadStart(LoadQueueData queueData)
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{
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base.LoadStart(queueData);
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ResetValues();
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}
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public override void LoadEnd(LoadQueueData queueData)
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{
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base.LoadEnd(queueData);
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ResetValues();
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}
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/// <summary>
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/// Resets values for a fresh load or unload.
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/// </summary>
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private void ResetValues()
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{
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CurrentAsyncOperation = null;
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LoadingAsyncOperations.Clear();
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}
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/// <summary>
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/// Called when scene unloading has begun within an unload operation.
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/// </summary>
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/// <param name="queueData"></param>
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public override void UnloadStart(UnloadQueueData queueData)
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{
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base.UnloadStart(queueData);
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Scenes.Clear();
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}
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/// <summary>
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/// Begin loading a scene using an async method.
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/// </summary>
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/// <param name="sceneName">Scene name to load.</param>
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public override void BeginLoadAsync(string sceneName, UnityEngine.SceneManagement.LoadSceneParameters parameters)
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{
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AsyncOperation ao = UnitySceneManager.LoadSceneAsync(sceneName, parameters);
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LoadingAsyncOperations.Add(ao);
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CurrentAsyncOperation = ao;
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CurrentAsyncOperation.allowSceneActivation = false;
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}
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/// <summary>
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/// Begin unloading a scene using an async method.
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/// </summary>
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/// <param name="sceneName">Scene name to unload.</param>
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public override void BeginUnloadAsync(UnityScene scene)
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{
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CurrentAsyncOperation = UnitySceneManager.UnloadSceneAsync(scene);
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}
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/// <summary>
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/// Returns if a scene load or unload percent is done.
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/// </summary>
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/// <returns></returns>
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public override bool IsPercentComplete()
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{
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return (GetPercentComplete() >= 0.9f);
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}
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/// <summary>
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/// Returns the progress on the current scene load or unload.
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/// </summary>
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/// <returns></returns>
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public override float GetPercentComplete()
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{
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return (CurrentAsyncOperation == null) ? 1f : CurrentAsyncOperation.progress;
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}
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/// <summary>
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/// Adds a loaded scene.
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/// </summary>
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/// <param name="scene">Scene loaded.</param>
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public override void AddLoadedScene(UnityScene scene)
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{
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base.AddLoadedScene(scene);
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Scenes.Add(scene);
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}
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/// <summary>
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/// Returns scenes which were loaded during a load operation.
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/// </summary>
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public override List<UnityScene> GetLoadedScenes()
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{
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return Scenes;
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}
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/// <summary>
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/// Activates scenes which were loaded.
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/// </summary>
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public override void ActivateLoadedScenes()
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{
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for (int i = 0; i < LoadingAsyncOperations.Count; i++)
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{
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try
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{
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LoadingAsyncOperations[i].allowSceneActivation = true;
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}
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catch (Exception e)
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{
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base.SceneManager.NetworkManager.LogError($"An error occured while activating scenes. {e.Message}");
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}
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}
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}
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/// <summary>
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/// Returns if all asynchronized tasks are considered IsDone.
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/// </summary>
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/// <returns></returns>
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public override IEnumerator AsyncsIsDone()
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{
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bool notDone;
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do
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{
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notDone = false;
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foreach (AsyncOperation ao in LoadingAsyncOperations)
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{
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if (!ao.isDone)
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{
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notDone = true;
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break;
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}
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}
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yield return null;
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} while (notDone);
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yield break;
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}
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}
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}
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