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feat: loading screen #427
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feat: loading screen #427
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Co-authored-by: Fernando Cortez <[email protected]>
* Renamed class and file to reflect naming conventions * Added namespace * Replaced magic string and const with serialized fields
This validation doesn't make sense anymore since in-scene imps are now in a different scene than the NavigationSystem
Replaced cooldown coroutine with one that unloads the scene after a delay. The coroutine is stopped in OnTriggerEnter, and before starting a new one if it wasn't stopped before.
…loading Reverted to polling to decide when to load/unload scenes instead of doing it in events to handle those intermediary states better
* Added support for non-networked game and for before the client connects
Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/SceneLoaderWrapper.cs
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SamuelBellomo
previously approved these changes
Apr 6, 2022
…nt finishes sync before stopping loading screen Co-authored-by: Sam Bellomo <[email protected]>
fernando-cortez
previously approved these changes
Apr 6, 2022
SamuelBellomo
previously approved these changes
Apr 6, 2022
Adding DoNotMerge label until BossRoom is updated to NGO pre.7 |
28b37cc
SamuelBellomo
approved these changes
Apr 8, 2022
fernando-cortez
approved these changes
Apr 12, 2022
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Description (*)
This PR adds a loading screen that appears when changing scenes.
Related Pull Requests
Issue Number(s) (*)
Fixes issue(s): MTT-1960 MTT-1746
Manual testing scenarios
The host and the client should see the loading screen when starting the game, then when changing scenes to the CharSelect scene and the BossRoom scene. Those loading screens should hide the slight delay before player characters are spawned, during which the additive scene is not loaded in the BossRoom scene, the camera is at its default position, and the UI is at its default state. This should be more evident during step 5, which should hide the camera movement described in MTT-1746
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