using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.ComponentModel;
#if UNITY_5_3_OR_NEWER
using UnityEngine.SceneManagement;
#endif
namespace thelab.mvc
{
/// <summary>
/// Extension of the BaseApplication class to handle different types of Model View Controllers.
/// </summary>
/// <typeparam name="M"></typeparam>
/// <typeparam name="V"></typeparam>
/// <typeparam name="C"></typeparam>
public class BaseApplication<M, V, C> : BaseApplication
where M : Element
where V : Element
where C : Element
{
/// <summary>
/// Model reference using the new type.
/// </summary>
new public M model { get { return (M)(object)base.model; } }
/// <summary>
/// View reference using the new type.
/// </summary>
new public V view { get { return (V)(object)base.view; } }
/// <summary>
/// Controller reference using the new type.
/// </summary>
new public C controller { get { return (C)(object)base.controller; } }
}
/// <summary>
/// Root class for the scene's scripts.
/// </summary>
public class BaseApplication : Element
{
/// <summary>
/// Arguments to be passed between scenes.
/// </summary>
static List<string> __args;
/// <summary>
/// Flag that indicates the first scene was loaded.
/// </summary>
static bool m_first_scene;
/// <summary>
/// Little static init.
/// </summary>
static BaseApplication() { m_first_scene = true; }
/// <summary>
/// Arguments passed between scenes.
/// </summary>
public List<string> args { get { return __args==null ? (new List<string>()) : __args; } }
/// <summary>
/// Verbose Level.
/// </summary>
public int verbose;
/// <summary>
/// Fetches the root Model instance.
/// </summary>
public Model model { get { return m_model = Assert<Model>(m_model); } }
private Model m_model;
/// <summary>
/// Fetches the root View instance.
/// </summary>
public View view { get { return m_view = Assert<View>(m_view); } }
private View m_view;
/// <summary>
/// Fetches the root Controller instance.
/// </summary>
public Controller controller { get { return m_controller = Assert<Controller>(m_controller); } }
private Controller m_controller;
/// <summary>
/// Wrapper for the current scene's id.
/// </summary>
public int levelId {
get {
#if UNITY_5_3_OR_NEWER
return SceneManager.GetActiveScene().buildIndex;
#else
return Application.loadedLevel;
#endif
}
}
/// <summary>
/// Wrapper for the current scene's name.
/// </summary>
public string levelName {
get {
#if UNITY_5_3_OR_NEWER
return SceneManager.GetActiveScene().name;
#else
return Application.loadedLevelName;
#endif
}
}
/// <summary>
/// Async data structures.
/// </summary>
private List<UnityEngine.AsyncOperation> m_async_loads { get { return __async_loads == null ? (__async_loads = new List<UnityEngine.AsyncOperation>()) : __async_loads; } }
private List<UnityEngine.AsyncOperation> __async_loads;
private List<string> m_async_args { get { return __async_args == null ? (__async_args = new List<string>()) : __async_args; } }
private List<string> __async_args;
/// <summary>
/// Initialization.
/// </summary>
virtual protected void Start() {
__async_loads = new List<UnityEngine.AsyncOperation>();
__async_args = new List<string>();
if (m_first_scene) { m_first_scene = false; OnLevelWasLoaded(levelId); }
Notify("scene.start", new object[] { levelName, levelId });
}
/// <summary>
/// Capture the level loaded event and notify controllers for 'starting' purposes.
/// </summary>
/// <param name="p_level"></param>
private void OnLevelWasLoaded(int p_level) {
Notify("scene.load", new object[] { levelName, levelId });
}
/// <summary>
/// Notifies all application's controllers informing who's the 'target' and passing some 'data'.
/// </summary>
/// <param name="p_event"></param>
/// <param name="p_target"></param>
/// <param name="p_data"></param>
public void Notify(string p_event, Object p_target, params object[] p_data) {
Log(p_event + " [" + p_target + "]", 6);
Traverse(delegate(Transform it) {
Controller[] list = it.GetComponents<Controller>();
for (int i = 0; i < list.Length; i++) list[i].OnNotification(p_event, p_target, p_data);
return true;
});
}
/// <summary>
/// Notifies all application's controllers informing who's the 'target'.
/// </summary>
/// <param name="p_event"></param>
/// <param name="p_target"></param>
public void Notify(string p_event, Object p_target) { Notify(p_event, p_target,new object[]{}); }
/// <summary>
/// Notifies all application's controllers informing who's the 'target' after 'delay' in seconds and passing some 'data'.
/// </summary>
/// <param name="p_event"></param>
/// <param name="p_target"></param>
/// <param name="p_data"></param>
public void Notify(float p_delay,string p_event, Object p_target,params object[] p_data) {
StartCoroutine(TimedNotify(p_delay,p_event,p_target,p_data));
}
/// <summary>
/// Internal Notify to help timed notifications.
/// </summary>
/// <param name="p_delay"></param>
/// <param name="p_event"></param>
/// <param name="p_target"></param>
/// <param name="p_data"></param>
/// <returns></returns>
private IEnumerator TimedNotify(float p_delay, string p_event, Object p_target,params object[] p_data) {
yield return new WaitForSeconds(p_delay);
Notify(p_event, p_target, p_data);
}
/// <summary>
/// Adds a new scene by name. An async flag can control the load type.
/// </summary>
/// <param name="p_name"></param>
/// <param name="p_async"></param>
/// <param name="p_args"></param>
public void SceneAdd(string p_name, bool p_async, params string[] p_args) {
if (p_async) { StartCoroutine(SceneLoadAsync(p_name, true, p_args)); }
else {
__args = new List<string>(p_args);
#if UNITY_5_3_OR_NEWER
SceneManager.LoadScene(p_name, LoadSceneMode.Additive);
#else
Application.LoadLevelAdditive(p_name);
#endif
}
}
/// <summary>
/// Adds a new scene.
/// </summary>
/// <param name="p_name"></param>
/// <param name="p_args"></param>
public void SceneAdd(string p_name,params string[] p_args) { SceneAdd(p_name, false, p_args); }
/// <summary>
/// Loads a new scene by name. A flag indicating if the load must be async can be informed.
/// </summary>
/// <param name="p_name"></param>
/// <param name="p_async"></param>
/// <param name="p_args"></param>
public void SceneLoad(string p_name,bool p_async,params string[] p_args) {
if (p_async) { StartCoroutine(SceneLoadAsync(p_name,false,p_args)); }
else {
__args = new List<string>(p_args);
#if UNITY_5_3_OR_NEWER
SceneManager.LoadScene(p_name, LoadSceneMode.Single);
#else
Application.LoadLevel(p_name);
#endif
}
}
/// <summary>
/// Loads a new scene by name.
/// </summary>
/// <param name="p_name"></param>
/// <param name="p_args"></param>
public void SceneLoad(string p_name,params string[] p_args) { SceneLoad(p_name, false, p_args); }
/// <summary>
/// Internal method for async load level.
/// </summary>
/// <param name="p_name"></param>
/// <param name="p_args"></param>
/// <returns></returns>
private IEnumerator SceneLoadAsync(string p_name,bool p_additive,params string[] p_args) {
//float p = 0f;
UnityEngine.AsyncOperation async = null;
string ev = "";
if(p_additive) {
ev = "scene.add.progress";
#if UNITY_5_3_OR_NEWER
async = SceneManager.LoadSceneAsync(p_name,LoadSceneMode.Additive);
#else
async = Application.LoadLevelAdditiveAsync(p_name);
#endif
}
else {
ev = "scene.load.progress";
#if UNITY_5_3_OR_NEWER
async = SceneManager.LoadSceneAsync(p_name,LoadSceneMode.Single);
#else
async = Application.LoadLevelAsync(p_name);
#endif
}
m_async_loads.Add(async);
m_async_args.Add(p_name + "~" + ev);
yield return async;
__args = new List<string>(p_args);
}
/// <summary>
/// Update some internal states.
/// </summary>
void Update() {
for(int i=0;i<m_async_loads.Count;i++) {
UnityEngine.AsyncOperation async = m_async_loads[i];
if (async != null) {
string args = m_async_args[i];
string s_name = args.Split('~')[0];
string s_ev = args.Split('~')[1];
if (s_ev != "") Notify(s_ev, new object[] { s_name, async.progress });
if (async.progress >= 1.0) m_async_loads[i] = null;
}
else {
m_async_loads.RemoveAt(i--);
m_async_args.RemoveAt(i--);
}
}
}
}
}
#pragma warning restore 0618