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SGBManager.cs
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SGBManager.cs
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using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Threading;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
using Yukar.Common;
using Yukar.Engine;
namespace BobboNet.SGB.IMod
{
public static class SGBManager
{
//
// Settings
//
// The name of the scene to load into when doing any SGB-related tasks.
private static readonly string sceneNameWorkspace = "IModWorkspace";
// The resource path of the dev overlay prefab
private static readonly string resourcePathPrefabDevOverlay = "IMod_DevOverlay";
//
// Variables
//
private static readonly GameObject prefabDevOverlay = null;
private static GameObject instanceDevOverlay = null;
static SGBManager()
{
// Load the dev overlay prefab
prefabDevOverlay = Resources.Load(resourcePathPrefabDevOverlay) as GameObject;
}
// Load into a Smile Game Builder game, given the location of it's assets
public static async Task LoadSmileGameAsync(string smileGameName, int saveFile = -1, LoadSGBMapArgs loadMapArgs = null)
{
// Check to see if there's a smile game by this name
if (!DoesSGBSubpathExist(smileGameName))
{
throw new System.Exception("No Smile Game Builder game with this subpath could be found!");
}
// Set the game subpath we want to load
UnityEntry.gameSubpathName = smileGameName;
// Override natural init if we are given a save to directly load
UnityEntry.overrideInit = saveFile != -1;
// Start async loading the scene
await EnterWorkspaceSceneAsync();
// When the scene is done loading, create required objects
CreateSGBRequiredGameObjects(out UnityEntry createdEntryPoint);
CreateCustomRequiredGameObjects();
// If we have a save file to load into, jump directly into the game.
if (saveFile != -1)
{
// Custom initialize SGB, ahead of Start() call, so that we can...
InitializeSGBEntry(createdEntryPoint);
// ...reset SGB's state, load the first save file, and boot DIRECTLY into the map scene.
GameMain.isLoadingOverrideMap = true;
UnityEntry.game.DoReset(true, false);
UnityEntry.game.DoLoad(0, false);
SGBMapLoadManager.LoadMap(loadMapArgs);
// Mark that we are done manually loading into a map
GameMain.isLoadingOverrideMap = false;
}
}
// Unload from current Smile Builder Game, and load into a specific scene
public static async Task UnloadSmileGameAsync()
{
// Start Async re-loading into the empty workspace scene
await EnterWorkspaceSceneAsync();
// ...and when the scene is done loading, fix up our required objects.
DestroyCustomRequiredGameObjects();
}
// Asynchronously load into the workspace scene
private static async Task EnterWorkspaceSceneAsync() => await LoadSceneTrueAsync(sceneNameWorkspace);
private static async Task LoadSceneTrueAsync(string sceneName)
{
// Start loading the workspace scene
AsyncOperation loadOperation = SceneManager.LoadSceneAsync(sceneName);
loadOperation.allowSceneActivation = true;
// Loop forever until the scene is ready to go
while (!loadOperation.isDone)
{
await Task.Yield();
}
}
// Construct the GameObjects that SGB needs to initialize
private static void CreateSGBRequiredGameObjects(out UnityEntry entry)
{
CreateSGBRequiredGameObjectsHelper_MainCamera();
CreateSGBRequiredGameObjectsHelper_ParentAndDummy("MapScene");
CreateSGBRequiredGameObjectsHelper_ParentAndDummy("BattleScene");
CreateSGBRequiredGameObjectsHelper_ParentAndDummy("Sound");
CreateSGBRequiredGameObjectsHelper_ParentAndDummy("Template");
CreateSGBRequiredGameObjectsHelper_UnityAds();
CreateSGBRequiredGameObjectsHelper_UnityEntry(out entry);
}
// Helper class for CreateSGBRequiredGameObjects. Creates the Main Camera
private static void CreateSGBRequiredGameObjectsHelper_MainCamera()
{
// Create the Main Camera
GameObject mainCameraObject = new GameObject(
"Main Camera",
typeof(Camera),
typeof(FlareLayer),
typeof(AudioListener)
);
// Set the Main Camera's Tag and Layer
mainCameraObject.tag = "MainCamera";
mainCameraObject.layer = 5; // (UI Layer)
}
// Helper class for CreateSGBRequiredGameObjects. Creates the Entry object
private static void CreateSGBRequiredGameObjectsHelper_UnityEntry(out UnityEntry entry)
{
// Create the Entry Object
GameObject unityEntryObject = new GameObject(
"Entry",
typeof(UnityEntry)
);
entry = unityEntryObject.GetComponent<UnityEntry>();
}
// Helper class for CreateSGBRequiredGameObjects. Creates an empty GameObject with a dummy child object,
// given the parent object's name.
private static void CreateSGBRequiredGameObjectsHelper_ParentAndDummy(string parentObjectName)
{
// Create the parent object, and a dummy child object (why is this needed? idk)
GameObject parentObject = new GameObject(parentObjectName);
GameObject childDummyObject = new GameObject("Dummy");
childDummyObject.transform.SetParent(parentObject.transform);
}
// Helper class for CreateSGBRequiredGameObjects. Creates the Unity Ads Manager
private static void CreateSGBRequiredGameObjectsHelper_UnityAds()
{
// Create the Unity Ads object
GameObject unityAdsObject = new GameObject(
"UnityAds",
typeof(UnityAdsManager)
);
}
private static void CreateCustomRequiredGameObjects()
{
// Create the dev UI
instanceDevOverlay = GameObject.Instantiate(prefabDevOverlay);
}
private static void DestroyCustomRequiredGameObjects()
{
// Destroy the dev UI
GameObject.Destroy(instanceDevOverlay);
}
private static bool DoesSGBSubpathExist(string gameSubpath)
{
string potentialAssetPath = Path.Combine("SGB", gameSubpath, "assets");
// Try and load the file
var assetFile = Resources.Load(potentialAssetPath);
// If it has been loaded correctly, it shouldn't be null.
return assetFile != null;
}
private static void InitializeSGBEntry(UnityEntry entry)
{
UnityEntry.self = entry;
SharpKmyGfx.Render.InitializeRender();
Yukar.Common.UnityUtil.Initialize();
#if !UNITY_EDITOR
Debug.unityLogger.logEnabled = false;
#endif
#if UNITY_IOS || UNITY_ANDROID
UnityResolution.Start();
#endif //UNITY_IOS || UNITY_ANDROID
Yukar.Common.FileUtil.language = Application.systemLanguage.ToString();
Screen.sleepTimeout = SleepTimeout.NeverSleep;
UnityEntry.InitializeDir();
Yukar.Common.FileUtil.initialize();
Yukar.Common.Catalog.createDlcList(false);
Yukar.Common.Catalog catalog = new Yukar.Common.Catalog();
catalog.load(false);
UnityEntry.game = new Yukar.Engine.GameMain();
UnityEntry.game.initialize();
UnityAdsManager.Initialize(UnityEntry.game);
entry.didInit = true;
entry.didInitWithGame = UnityEntry.game;
entry.didInitWithSelf = entry;
}
}
}