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| 1 | +using System; |
| 2 | +using System.Collections.Generic; |
| 3 | +using System.Linq; |
| 4 | +using System.Text; |
| 5 | +using System.Threading.Tasks; |
| 6 | +using UnityEngine; |
| 7 | +using UnityEngine.SceneManagement; |
| 8 | + |
| 9 | +namespace ModLoader |
| 10 | +{ |
| 11 | + public class Helper : MonoBehaviour |
| 12 | + { |
| 13 | + public static Helper instance; |
| 14 | + |
| 15 | + // Events |
| 16 | + /// <summary> |
| 17 | + /// Fired every frame in the Base Scene |
| 18 | + /// </summary> |
| 19 | + public static event EventHandler OnUpdateBaseScene; |
| 20 | + /// <summary> |
| 21 | + /// Fired every frame in the Home Scene |
| 22 | + /// </summary> |
| 23 | + public static event EventHandler OnUpdateHomeScene; |
| 24 | + /// <summary> |
| 25 | + /// Fired every frame in the Build Scene |
| 26 | + /// </summary> |
| 27 | + public static event EventHandler OnUpdateBuildScene; |
| 28 | + /// <summary> |
| 29 | + /// Fired every frame in the World Scene |
| 30 | + /// </summary> |
| 31 | + public static event EventHandler OnUpdateWorldScene; |
| 32 | + |
| 33 | + /// <summary> |
| 34 | + /// Fired when the Base Scene (the first scene when game loads) is loaded |
| 35 | + /// </summary> |
| 36 | + public static event EventHandler OnBaseSceneLoaded; |
| 37 | + /// <summary> |
| 38 | + /// Fired when the start menu scene loaded -> After player has gone to another scene and come back |
| 39 | + /// </summary> |
| 40 | + public static event EventHandler OnHomeSceneLoaded; |
| 41 | + /// <summary> |
| 42 | + /// Fired when the Build Scene is loaded |
| 43 | + /// </summary> |
| 44 | + public static event EventHandler OnBuildSceneLoaded; |
| 45 | + /// <summary> |
| 46 | + /// Fired when the World Scene is Loaded |
| 47 | + /// </summary> |
| 48 | + public static event EventHandler OnWorldSceneLoaded; |
| 49 | + |
| 50 | + |
| 51 | + // Variables |
| 52 | + public static scene currentScene; |
| 53 | + |
| 54 | + private void Awake() |
| 55 | + { |
| 56 | + instance = this; |
| 57 | + SceneManager.sceneLoaded += OnSceneLoaded; |
| 58 | + } |
| 59 | + |
| 60 | + /// <summary> |
| 61 | + /// Fire all of the OnUpdate Events |
| 62 | + /// </summary> |
| 63 | + private void Update() |
| 64 | + { |
| 65 | + switch (currentScene) |
| 66 | + { |
| 67 | + case scene.Base: |
| 68 | + OnUpdateBaseScene?.Invoke(this, EventArgs.Empty); |
| 69 | + break; |
| 70 | + |
| 71 | + case scene.Home: |
| 72 | + OnUpdateHomeScene?.Invoke(this, EventArgs.Empty); |
| 73 | + break; |
| 74 | + |
| 75 | + case scene.Build: |
| 76 | + OnUpdateBuildScene?.Invoke(this, EventArgs.Empty); |
| 77 | + break; |
| 78 | + |
| 79 | + case scene.World: |
| 80 | + OnUpdateWorldScene?.Invoke(this, EventArgs.Empty); |
| 81 | + break; |
| 82 | + } |
| 83 | + } |
| 84 | + |
| 85 | + /// <summary> |
| 86 | + /// Fire all of the OnSceneLoaded Events |
| 87 | + /// </summary> |
| 88 | + private void OnSceneLoaded(Scene scene, LoadSceneMode mode) |
| 89 | + { |
| 90 | + switch (scene.name) |
| 91 | + { |
| 92 | + case "Base_PC": |
| 93 | + currentScene = ModLoader.scene.Base; |
| 94 | + OnBaseSceneLoaded?.Invoke(this, EventArgs.Empty); |
| 95 | + break; |
| 96 | + |
| 97 | + case "Home_PC": |
| 98 | + currentScene = ModLoader.scene.Home; |
| 99 | + OnHomeSceneLoaded?.Invoke(this, EventArgs.Empty); |
| 100 | + break; |
| 101 | + |
| 102 | + case "Build_PC": |
| 103 | + currentScene = ModLoader.scene.Build; |
| 104 | + OnBuildSceneLoaded?.Invoke(this, EventArgs.Empty); |
| 105 | + break; |
| 106 | + |
| 107 | + case "World_PC": |
| 108 | + currentScene = ModLoader.scene.World; |
| 109 | + OnWorldSceneLoaded?.Invoke(this, EventArgs.Empty); |
| 110 | + break; |
| 111 | + } |
| 112 | + } |
| 113 | + } |
| 114 | + |
| 115 | + public enum scene |
| 116 | + { |
| 117 | + Base, |
| 118 | + Home, |
| 119 | + Build, |
| 120 | + World |
| 121 | + } |
| 122 | +} |
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