7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
122 lines
4.3 KiB
C#
122 lines
4.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.AddressableAssets.Initialization;
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namespace UnityEngine.ResourceManagement.AsyncOperations
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{
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internal class InitalizationObjectsOperation : AsyncOperationBase<bool>
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{
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private AsyncOperationHandle<ResourceManagerRuntimeData> m_RtdOp;
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private AddressablesImpl m_Addressables;
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private AsyncOperationHandle<IList<AsyncOperationHandle>> m_DepOp;
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public void Init(AsyncOperationHandle<ResourceManagerRuntimeData> rtdOp, AddressablesImpl addressables)
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{
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m_RtdOp = rtdOp;
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m_Addressables = addressables;
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m_Addressables.ResourceManager.RegisterForCallbacks();
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}
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protected override string DebugName
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{
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get { return "InitializationObjectsOperation"; }
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}
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internal bool LogRuntimeWarnings(string pathToBuildLogs)
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{
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if (!File.Exists(pathToBuildLogs))
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return false;
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PackedPlayModeBuildLogs runtimeBuildLogs = JsonUtility.FromJson<PackedPlayModeBuildLogs>(File.ReadAllText(pathToBuildLogs));
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bool messageLogged = false;
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foreach (var log in runtimeBuildLogs.RuntimeBuildLogs)
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{
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messageLogged = true;
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switch (log.Type)
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{
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case LogType.Warning:
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Addressables.LogWarning(log.Message);
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break;
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case LogType.Error:
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Addressables.LogError(log.Message);
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break;
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case LogType.Log:
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Addressables.Log(log.Message);
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break;
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}
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}
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return messageLogged;
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}
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/// <inheritdoc />
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protected override bool InvokeWaitForCompletion()
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{
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if (IsDone)
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return true;
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if (m_RtdOp.IsValid() && !m_RtdOp.IsDone)
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m_RtdOp.WaitForCompletion();
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m_RM?.Update(Time.unscaledDeltaTime);
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if (!HasExecuted)
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InvokeExecute();
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if (m_DepOp.IsValid() && !m_DepOp.IsDone)
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m_DepOp.WaitForCompletion();
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m_RM?.Update(Time.unscaledDeltaTime);
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return IsDone;
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}
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protected override void Execute()
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{
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var rtd = m_RtdOp.Result;
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if (rtd == null)
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{
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Addressables.LogError("RuntimeData is null. Please ensure you have built the correct Player Content.");
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Complete(true, true, "");
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return;
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}
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string buildLogsPath = m_Addressables.ResolveInternalId(PlayerPrefs.GetString(Addressables.kAddressablesRuntimeBuildLogPath));
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if (LogRuntimeWarnings(buildLogsPath))
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File.Delete(buildLogsPath);
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List<AsyncOperationHandle> initOperations = new List<AsyncOperationHandle>();
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foreach (var i in rtd.InitializationObjects)
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{
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if (i.ObjectType.Value == null)
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{
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Addressables.LogFormat("Invalid initialization object type {0}.", i.ObjectType);
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continue;
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}
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try
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{
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var o = i.GetAsyncInitHandle(m_Addressables.ResourceManager);
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initOperations.Add(o);
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Addressables.LogFormat("Initialization object {0} created instance {1}.", i, o);
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}
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catch (Exception ex)
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{
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Addressables.LogErrorFormat("Exception thrown during initialization of object {0}: {1}", i,
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ex.ToString());
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}
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}
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m_DepOp = m_Addressables.ResourceManager.CreateGenericGroupOperation(initOperations, true);
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m_DepOp.Completed += (obj) =>
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{
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bool success = obj.Status == AsyncOperationStatus.Succeeded;
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Complete(true, success, success ? "" : $"{obj.DebugName}, status={obj.Status}, result={obj.Result} failed initialization.");
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m_Addressables.Release(m_DepOp);
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};
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}
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}
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}
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