fr.jeanf.scenemanagement 0.3.4 → 0.3.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Runtime/AdditiveLoading/Id.cs +46 -5
- package/Runtime/AdditiveLoading/SceneLoader.cs +0 -4
- package/Runtime/AdditiveLoading/WorldManager.cs +36 -24
- package/Runtime/DynamicLoading/VolumeSystem.cs +32 -9
- package/Samples/Example/PrecomputedVolumeData.asset +106 -106
- package/Samples/Example/RegionData/Region_00/Region_00.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_01.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_02.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_03.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_04.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_05.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_06.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_07.asset +1 -1
- package/Samples/Example/RegionData/Region_00/Zones/Zone_08.asset +1 -1
- package/package.json +1 -1
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@@ -36,8 +36,6 @@ namespace jeanf.scenemanagement
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{
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return id?.id;
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}
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-
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-
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}
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#if UNITY_EDITOR
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@@ -64,19 +62,62 @@ namespace jeanf.scenemanagement
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// Access the "id" field within the "Id" class
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SerializedProperty idProperty = property.FindPropertyRelative("id");
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// Show mixed value indicator if multiple objects have different values
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EditorGUI.showMixedValue = idProperty.hasMultipleDifferentValues;
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// Draw the text field for the "id" string
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-
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EditorGUI.BeginChangeCheck();
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string newValue = EditorGUI.TextField(fieldRect, idProperty.stringValue);
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if (EditorGUI.EndChangeCheck())
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{
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idProperty.stringValue = newValue;
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}
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// Reset mixed value display
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EditorGUI.showMixedValue = false;
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// Draw the "Generate" button
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if (GUI.Button(buttonRect, "Generate"))
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{
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-
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// Handle multi-object selection properly
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GenerateUniqueIdsForAllTargets(property);
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}
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// End property drawing
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EditorGUI.EndProperty();
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}
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-
}
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private void GenerateUniqueIdsForAllTargets(SerializedProperty property)
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{
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// Get all target objects (handles multi-selection)
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UnityEngine.Object[] targets = property.serializedObject.targetObjects;
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// Record undo for all targets
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Undo.RecordObjects(targets, "Generate Unique IDs");
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// Generate unique ID for each target
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foreach (UnityEngine.Object target in targets)
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{
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SerializedObject targetSerializedObject = new SerializedObject(target);
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SerializedProperty targetProperty = targetSerializedObject.FindProperty(property.propertyPath);
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SerializedProperty targetIdProperty = targetProperty.FindPropertyRelative("id");
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// Generate unique GUID for each object
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targetIdProperty.stringValue = System.Guid.NewGuid().ToString();
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// Apply changes to this specific target
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targetSerializedObject.ApplyModifiedProperties();
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// Mark the asset as dirty to ensure it saves
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EditorUtility.SetDirty(target);
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}
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// Save all modified assets
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AssetDatabase.SaveAssets();
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// Refresh the inspector to show updated values
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property.serializedObject.Update();
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}
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}
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#endif
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}
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@@ -12,10 +12,6 @@ namespace jeanf.scenemanagement
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public bool isDebug = false;
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private CancellationTokenSource _queueCts;
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[SerializeField] private int maxConcurrentLoads = 2;
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-
[SerializeField] private int gcFrameSpread = 5;
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[SerializeField] private bool enableIncrementalGC = true;
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[SerializeField] private float memoryFlushDelay = 0.1f;
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-
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public delegate void IsLoadingDelegate(bool loadingState);
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public static IsLoadingDelegate IsLoading;
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@@ -24,7 +24,6 @@ namespace jeanf.scenemanagement
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private List<Region> _activeRegions = new List<Region>();
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private bool _mappingInitialized = false;
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// GC ALLOCATION FIX: Pre-allocate reusable collections
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private readonly List<string> _tempSceneNames = new List<string>();
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private readonly List<Region> _tempRegionsToRemove = new List<Region>();
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@@ -128,7 +127,6 @@ namespace jeanf.scenemanagement
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_landingZoneIds.Clear();
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_activeRegions.Clear();
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// GC ALLOCATION FIX: Clear reusable collections instead of creating new ones
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_tempSceneNames.Clear();
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_tempRegionsToRemove.Clear();
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_mappingInitialized = false;
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@@ -141,7 +139,6 @@ namespace jeanf.scenemanagement
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var regionCount = ListOfRegions?.Count ?? 0;
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if (regionCount == 0) return;
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// GC ALLOCATION FIX: Use for loop instead of foreach to avoid enumerator allocation
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for (int i = 0; i < ListOfRegions.Count; i++)
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{
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var region = ListOfRegions[i];
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@@ -153,7 +150,6 @@ namespace jeanf.scenemanagement
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if (region.scenariosInThisRegion != null)
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{
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int j = 0; j < region.scenariosInThisRegion.Count; j++)
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{
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var scenario = region.scenariosInThisRegion[j];
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@@ -166,7 +162,6 @@ namespace jeanf.scenemanagement
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if (region.zonesInThisRegion != null)
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{
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int j = 0; j < region.zonesInThisRegion.Count; j++)
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{
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var zone = region.zonesInThisRegion[j];
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@@ -185,10 +180,8 @@ namespace jeanf.scenemanagement
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private void PrecompileSceneList(Region region)
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{
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// GC ALLOCATION FIX: Use capacity to avoid List resizing
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var sceneNames = new List<string>(region.dependenciesInThisRegion.Count);
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int i = 0; i < region.dependenciesInThisRegion.Count; i++)
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{
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sceneNames.Add(region.dependenciesInThisRegion[i].SceneName);
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@@ -201,7 +194,6 @@ namespace jeanf.scenemanagement
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var connectivity = FindObjectOfType<RegionConnectivityAuthoring>();
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if (connectivity?.regionConnectivity?.landingZones == null) return;
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int i = 0; i < connectivity.regionConnectivity.landingZones.Count; i++)
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{
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var landing = connectivity.regionConnectivity.landingZones[i];
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@@ -216,7 +208,9 @@ namespace jeanf.scenemanagement
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{
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if (Instance != null && !_isRegionTransitioning)
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{
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-
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// FIXED: Reliable string conversion
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var zoneIdString = zoneId.ToString();
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Instance.OnZoneChangedFromECS(zoneIdString);
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}
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}
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@@ -224,14 +218,26 @@ namespace jeanf.scenemanagement
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{
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if (Instance != null && !_isRegionTransitioning)
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{
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-
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// FIXED: Reliable string conversion
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var regionIdString = regionId.ToString();
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Instance.OnRegionChangedFromECS(regionIdString);
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}
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}
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private void OnZoneChangedFromECS(string zoneId)
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{
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// FIXED: Handle empty zones properly
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if (zoneId == _lastNotifiedZone) return;
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if (string.IsNullOrEmpty(zoneId))
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{
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_lastNotifiedZone = "";
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_currentPlayerZone = null;
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PublishCurrentZoneId?.Invoke("");
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PublishAppList(null);
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return;
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}
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if (!_zoneDictionary.TryGetValue(zoneId, out var zone)) return;
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_lastNotifiedZone = zoneId;
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@@ -241,14 +247,22 @@ namespace jeanf.scenemanagement
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PublishAppList(zone);
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}
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private void OnRegionChangedFromECS(
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private void OnRegionChangedFromECS(string regionId)
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{
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-
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if (
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// FIXED: Handle empty regions properly and fix comparison
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if (regionId == _lastNotifiedRegion) return;
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if (
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if (string.IsNullOrEmpty(regionId))
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{
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_lastNotifiedRegion = "";
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_currentPlayerRegion = null;
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PublishCurrentRegionId?.Invoke("");
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return;
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}
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if (!_regionDictionary.TryGetValue(regionId, out var region)) return;
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_lastNotifiedRegion = regionId;
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_currentPlayerRegion = region;
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OnRegionChange(region);
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_currentPlayerRegion = region;
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_lastNotifiedRegion = region.id;
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// GC ALLOCATION FIX: Only invoke if delegate is not null
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PublishCurrentRegionId?.Invoke(_currentPlayerRegion.id);
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// GC ALLOCATION FIX: Clear and reuse collection instead of creating new
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_tempRegionsToRemove.Clear();
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int i = 0; i < _activeRegions.Count; i++)
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{
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var removedRegion = RequestUnLoadForObsoleteRegion(_activeRegions[i]);
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_tempRegionsToRemove.Add(removedRegion);
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}
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int i = 0; i < _tempRegionsToRemove.Count; i++)
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{
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_activeRegions.Remove(_tempRegionsToRemove[i]);
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_currentPlayerZone = firstZone;
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_lastNotifiedZone = firstZone.id;
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// GC ALLOCATION FIX: Only invoke if delegates are not null
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PublishCurrentZoneId?.Invoke(firstZone.id);
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PublishAppList(firstZone);
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}
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private void PublishAppList(Zone zone)
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{
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if (zone == null)
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{
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_broadcastAppList?.Invoke(new List<AppType>());
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return;
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}
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var listToBroadcast = zone.DefaultAppsInZone;
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if (ScenarioManager.activeOverridesPerZone.TryGetValue(zone.id, out var value))
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{
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listToBroadcast = value;
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}
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// GC ALLOCATION FIX: Only invoke if delegate is not null
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_broadcastAppList?.Invoke(listToBroadcast);
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}
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@@ -360,7 +374,6 @@ namespace jeanf.scenemanagement
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{
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if (!_compiledSceneLists.TryGetValue(region.id, out var sceneNames) || sceneNames.Count <= 0) return;
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// GC ALLOCATION FIX: Use for loop instead of foreach
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for (int i = 0; i < sceneNames.Count; i++)
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{
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_sceneLoader.LoadSceneRequest(sceneNames[i]);
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{
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if (_compiledSceneLists.TryGetValue(region.id, out var sceneNames))
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{
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for (int i = 0; i < sceneNames.Count; i++)
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{
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_sceneLoader.UnLoadSceneRequest(sceneNames[i]);
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@@ -29,6 +29,7 @@ namespace jeanf.scenemanagement
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private NativeHashSet<FixedString128Bytes> _landingZones;
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private NativeArray<FixedString128Bytes> _allZones;
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private bool _precomputedDataInitialized;
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private bool _initialRegionDetected;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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_lastNotifiedZone = new FixedString128Bytes();
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_lastNotifiedRegion = new FixedString128Bytes();
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_precomputedDataInitialized = false;
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_initialRegionDetected = false;
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_relevantQuery = SystemAPI.QueryBuilder().WithAll<Relevant, LocalToWorld>().Build();
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_volumeQuery = SystemAPI.QueryBuilder().WithAll<Volume, LocalToWorld>().Build();
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@@ -251,14 +253,26 @@ namespace jeanf.scenemanagement
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private void CheckForZoneAndRegionChange(FixedString128Bytes newPlayerZone)
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{
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var zoneChanged = !_currentPlayerZone.Equals(newPlayerZone);
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var regionChanged = false;
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var newPlayerRegion = new FixedString128Bytes();
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var regionChanged = false;
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// Always attempt to get region, regardless of zone change
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if (!newPlayerZone.IsEmpty)
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{
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if (_zoneToRegionMap.TryGetValue(newPlayerZone, out newPlayerRegion))
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{
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// FIXED: Detect initial region setup OR actual region change
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regionChanged = !_currentPlayerRegion.Equals(newPlayerRegion) || !_initialRegionDetected;
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}
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}
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else
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{
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// Handle empty zone case - clear region if zone is empty
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regionChanged = !_currentPlayerRegion.IsEmpty;
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newPlayerRegion = new FixedString128Bytes(); // Empty region
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}
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sourceRegionConnectivityAsset: Assets/SceneManagement/Samples/Example/RegionConnectivity.asset
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package/package.json
CHANGED
|
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|
|
|
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|
{
|
|
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|
"name": "fr.jeanf.scenemanagement",
|
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-
"version": "0.3.
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"version": "0.3.6",
|
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|
"displayName": "Scene Management",
|
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|
"description": "This package contains two scene loading system, one is additive, the other is to load subscenes. \nBoth system are living side-by-side.\nThe dynamic systems handles the loading of all static content (environment) using subscenes.\nThe additive system loads scene additively depending on zone & region and upon scenario load/unload requests. Each region or scenario can have dependency that will remain loaded until either a region or a scenario became irrelevant.",
|
|
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|
"unity": "2021.3",
|