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