using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using UnityEngine.ResourceManagement.Util;
namespace UnityEngine.ResourceManagement.ResourceProviders
{
///
/// Provides assets loaded via Resources.LoadAsync API.
///
[DisplayName("Assets from Legacy Resources")]
public class LegacyResourcesProvider : ResourceProviderBase
{
internal class InternalOp
{
ResourceRequest m_RequestOperation;
ProvideHandle m_ProvideHandle;
public void Start(ProvideHandle provideHandle)
{
m_ProvideHandle = provideHandle;
provideHandle.SetProgressCallback(PercentComplete);
provideHandle.SetWaitForCompletionCallback(WaitForCompletionHandler);
m_RequestOperation = Resources.LoadAsync(m_ProvideHandle.ResourceManager.TransformInternalId(m_ProvideHandle.Location), m_ProvideHandle.Type);
m_RequestOperation.completed += AsyncOperationCompleted;
}
private bool WaitForCompletionHandler()
{
return m_RequestOperation != null && m_RequestOperation.isDone;
}
private void AsyncOperationCompleted(AsyncOperation op)
{
var request = op as ResourceRequest;
object result = request != null ? request.asset : null;
result = result != null && m_ProvideHandle.Type.IsAssignableFrom(result.GetType()) ? result : null;
m_ProvideHandle.Complete(result, result != null, result == null ? new Exception($"Unable to load asset of type {m_ProvideHandle.Type} from location {m_ProvideHandle.Location}.") : null);
}
public float PercentComplete() { return m_RequestOperation != null ? m_RequestOperation.progress : 0.0f; }
}
///
public override void Provide(ProvideHandle pi)
{
Type t = pi.Type;
bool isList = t.IsGenericType && typeof(IList<>) == t.GetGenericTypeDefinition();
var internalId = pi.ResourceManager.TransformInternalId(pi.Location);
if (t.IsArray || isList)
{
object result = null;
if (t.IsArray)
result = ResourceManagerConfig.CreateArrayResult(t, Resources.LoadAll(internalId, t.GetElementType()));
else
result = ResourceManagerConfig.CreateListResult(t, Resources.LoadAll(internalId, t.GetGenericArguments()[0]));
pi.Complete(result, result != null, result == null ? new Exception($"Unable to load asset of type {pi.Type} from location {pi.Location}.") : null);
}
else
{
if (ResourceManagerConfig.ExtractKeyAndSubKey(internalId, out string mainPath, out string subKey))
{
var objs = Resources.LoadAll(mainPath, pi.Type);
object result = null;
foreach (var o in objs)
{
if (o.name == subKey)
{
if (pi.Type.IsAssignableFrom(o.GetType()))
{
result = o;
break;
}
}
}
pi.Complete(result, result != null, result == null ? new Exception($"Unable to load asset of type {pi.Type} from location {pi.Location}.") : null);
}
else
{
new InternalOp().Start(pi);
}
}
}
///
public override void Release(IResourceLocation location, object asset)
{
if (location == null)
throw new ArgumentNullException("location");
var obj = asset as Object;
//GameObjects cannot be resleased via Object.Destroy because they are considered an asset
//but they can't be unloaded via Resources.UnloadAsset since they are NOT an asset?
if (obj != null && !(obj is GameObject))
Resources.UnloadAsset(obj);
}
}
}