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-#if UNITY_EDITOR -using UnityEditor; // Needed to access SceneAsset in the editor -#endif +using System.Collections; public class LevelManager : MonoBehaviour { @@ -13,37 +10,15 @@ public class LevelManager : MonoBehaviour [System.Serializable] public class LevelEntry { - public Button levelButton; // UI Button assigned in the inspector - -#if UNITY_EDITOR - public SceneAsset levelScene; // Reference to a .unity file, editable in the Inspector (Editor only) -#endif - - [HideInInspector] - public string sceneName; // Runtime scene name used for loading (stored automatically) + public Button levelButton; + public string sceneName; } // A list of LevelEntry objects that can be filled in the inspector public List levels = new List(); - // Called when the GameObject is first initialized (before Start) private void Awake() { -#if UNITY_EDITOR - // In the editor, we convert SceneAsset references into usable scene names - foreach (var entry in levels) - { - if (entry.levelScene != null) - { - // Get the full path to the scene asset - entry.sceneName = AssetDatabase.GetAssetPath(entry.levelScene); - - // Extract only the scene name (e.g., "Level1" from "Assets/Scenes/Level1.unity") - entry.sceneName = System.IO.Path.GetFileNameWithoutExtension(entry.sceneName); - } - } -#endif - // Loop through each level entry and hook up the button to load the correct scene foreach (var entry in levels) { @@ -53,15 +28,25 @@ public class LevelManager : MonoBehaviour // Store the scene name locally to avoid closure issues in the lambda string sceneToLoad = entry.sceneName; - // Add an onClick listener that loads the correct scene when the button is clicked - entry.levelButton.onClick.AddListener(() => LoadLevel(sceneToLoad)); + entry.levelButton.onClick.AddListener(() => OnClickLoadLevel(sceneToLoad)); } } } // This method is called when a button is clicked, and loads the given scene by name - public void LoadLevel(string sceneName) + public void OnClickLoadLevel(string sceneName) { - SceneManager.LoadScene(sceneName); // Load the scene using Unity’s SceneManager + StartCoroutine(LoadAsyncScene(sceneName)); + } + + IEnumerator LoadAsyncScene(string sceneName) + { + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName); + + // Wait until the asynchronous scene fully loads + while (!asyncLoad.isDone) + { + yield return null; + } } } diff --git a/Viagg-io/ProjectSettings/EditorBuildSettings.asset b/Viagg-io/ProjectSettings/EditorBuildSettings.asset index 4f30be53..100b3969 100644 --- a/Viagg-io/ProjectSettings/EditorBuildSettings.asset +++ b/Viagg-io/ProjectSettings/EditorBuildSettings.asset @@ -20,6 +20,9 @@ EditorBuildSettings: - 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