Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Runtime/ResourceManager/ResourceProviders/Simulation/VirtualBundledAssetProvider.cs
Schaken-Mods 7502018d20 Adding Mod Support
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.
2023-05-13 22:01:48 -05:00

86 lines
3.2 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using UnityEngine.ResourceManagement.Util;
namespace UnityEngine.ResourceManagement.ResourceProviders.Simulation
{
/// <summary>
/// Custom version of AssetBundleRequestOptions used to compute needed download size while bypassing the cache. In the future a virtual cache may be implemented.
/// </summary>
[Serializable]
public class VirtualAssetBundleRequestOptions : AssetBundleRequestOptions
{
/// <inheritdoc/>
public override long ComputeSize(IResourceLocation location, ResourceManager resourceManager)
{
var id = resourceManager == null ? location.InternalId : resourceManager.TransformInternalId(location);
if (!ResourceManagerConfig.IsPathRemote(id))
return 0;
return BundleSize;
}
}
/// <summary>
/// Provides assets from virtual asset bundles. Actual loads are done through the AssetDatabase API.
/// </summary>
[DisplayName("Assets from Virtual Bundles")]
public class VirtualBundledAssetProvider : ResourceProviderBase
{
/// <summary>
/// Default copnstructor.
/// </summary>
public VirtualBundledAssetProvider()
{
m_ProviderId = typeof(BundledAssetProvider).FullName;
}
class InternalOp
{
VBAsyncOperation<object> m_RequestOperation;
ProvideHandle m_PI;
public void Start(ProvideHandle provideHandle, VirtualAssetBundle bundle)
{
m_PI = provideHandle;
provideHandle.SetWaitForCompletionCallback(WaitForCompletionHandler);
m_RequestOperation = bundle.LoadAssetAsync(m_PI, m_PI.Location);
m_RequestOperation.Completed += RequestOperation_Completed;
}
private bool WaitForCompletionHandler()
{
return m_RequestOperation.WaitForCompletion();
}
private void RequestOperation_Completed(VBAsyncOperation<object> obj)
{
bool success = (obj.Result != null && m_PI.Type.IsAssignableFrom(obj.Result.GetType())) && obj.OperationException == null;
m_PI.Complete(obj.Result, success, obj.OperationException);
}
public float GetPercentComplete() { return m_RequestOperation != null ? m_RequestOperation.PercentComplete : 0.0f; }
}
public override void Provide(ProvideHandle provideHandle)
{
List<object> deps = new List<object>(); // TODO: garbage. need to pass actual count and reuse the list
provideHandle.GetDependencies(deps);
VirtualAssetBundle bundle = deps[0] as VirtualAssetBundle;
if (bundle == null)
{
provideHandle.Complete<object>(null, false, new Exception($"Unable to load asset of type {provideHandle.Type} from location {provideHandle.Location}."));
}
else
{
new InternalOp().Start(provideHandle, bundle);
}
}
}
}
#endif