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.
160 lines
5.1 KiB
C#
160 lines
5.1 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.Threading.Tasks;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceLocations;
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using UnityEngine.ResourceManagement.Util;
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namespace UnityEngine.ResourceManagement.ResourceProviders
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{
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/// <summary>
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/// Base class for IResourceProvider.
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/// </summary>
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public abstract class ResourceProviderBase : IResourceProvider, IInitializableObject
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{
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/// <summary>
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/// The unique identifier of the provider.
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/// </summary>
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protected string m_ProviderId;
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/// <summary>
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/// The extra behavior of the provider.
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/// </summary>
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protected ProviderBehaviourFlags m_BehaviourFlags = ProviderBehaviourFlags.None;
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/// <inheritdoc/>
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public virtual string ProviderId
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{
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get
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{
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if (string.IsNullOrEmpty(m_ProviderId))
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m_ProviderId = GetType().FullName;
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return m_ProviderId;
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}
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}
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/// <inheritdoc/>
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public virtual bool Initialize(string id, string data)
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{
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m_ProviderId = id;
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return !string.IsNullOrEmpty(m_ProviderId);
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}
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/// <inheritdoc/>
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public virtual bool CanProvide(Type t, IResourceLocation location)
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{
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return GetDefaultType(location).IsAssignableFrom(t);
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}
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/// <summary>
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/// Converts information about the resource provider to a formatted string.
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/// </summary>
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/// <returns>Returns information about the resource provider.</returns>
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public override string ToString()
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{
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return ProviderId;
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}
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/// <summary>
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/// Release the specified object that was created from the specified location.
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/// </summary>
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/// <param name="location">The location of the object</param>
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/// <param name="obj">The object to release.</param>
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public virtual void Release(IResourceLocation location, object obj)
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{
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}
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/// <summary>
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/// Get the default type of object that this provider can provide.
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/// </summary>
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/// <param name="location"></param>
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/// <returns></returns>
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public virtual Type GetDefaultType(IResourceLocation location)
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{
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return typeof(object);
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}
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/// <summary>
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/// Provide the object specified in the provideHandle.
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/// </summary>
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/// <param name="provideHandle">Contains all data needed to provide the requested object.</param>
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public abstract void Provide(ProvideHandle provideHandle);
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/// <inheritdoc/>
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public virtual AsyncOperationHandle<bool> InitializeAsync(ResourceManager rm, string id, string data)
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{
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BaseInitAsyncOp baseInitOp = new BaseInitAsyncOp();
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baseInitOp.Init(() => Initialize(id, data));
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return rm.StartOperation(baseInitOp, default);
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}
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ProviderBehaviourFlags IResourceProvider.BehaviourFlags { get { return m_BehaviourFlags; } }
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class BaseInitAsyncOp : AsyncOperationBase<bool>
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{
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private Func<bool> m_CallBack;
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public void Init(Func<bool> callback)
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{
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m_CallBack = callback;
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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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m_RM?.Update(Time.unscaledDeltaTime);
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if (!HasExecuted)
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InvokeExecute();
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return true;
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}
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protected override void Execute()
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{
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if (m_CallBack != null)
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Complete(m_CallBack(), true, "");
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else
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Complete(true, true, "");
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}
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}
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}
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/// <summary>
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/// Contains options used in Resource Provider load requests. ProviderLoadRequestOptions are used to specify
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/// parameters such as whether or not to ignore load failures and UnityWebRequest timeouts.
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/// </summary>
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[Serializable]
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public class ProviderLoadRequestOptions
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{
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[SerializeField] private bool m_IgnoreFailures = false;
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private int m_WebRequestTimeout = 0;
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/// <summary>
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/// Creates a memberwise clone of a given ProviderLoadRequestOption.
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/// </summary>
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/// <returns>The newly created ProviderLoadRequestOption object</returns>
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public ProviderLoadRequestOptions Copy()
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{
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return (ProviderLoadRequestOptions) this.MemberwiseClone();
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}
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/// <summary>
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/// IgnoreFailures for provider load requests
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/// </summary>
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public bool IgnoreFailures
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{
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get { return m_IgnoreFailures; }
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set { m_IgnoreFailures = value; }
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}
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/// <summary>
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/// UnityWebRequest Timeout
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/// </summary>
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public int WebRequestTimeout
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{
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get => m_WebRequestTimeout;
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set => m_WebRequestTimeout = value;
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}
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}
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}
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