using System.Reflection; using UnityEngine; namespace NAK.Blackout; /* Kindly stolen from SDraw's leap motion mod. (MIT) https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs *thank u sdraw, i wont be murderer now* */ static class AssetsHandler { static readonly List ms_assets = new List() { "blackout_controller.asset" }; static Dictionary ms_loadedAssets = new Dictionary(); static Dictionary ms_loadedObjects = new Dictionary(); public static void Load() { Assembly l_assembly = Assembly.GetExecutingAssembly(); string l_assemblyName = l_assembly.GetName().Name; foreach (string l_assetName in ms_assets) { try { Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName); if (l_assetStream != null) { MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length); l_assetStream.CopyTo(l_memorySteam); AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0); if (l_assetBundle != null) { l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset; ms_loadedAssets.Add(l_assetName, l_assetBundle); } else Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset"); } else Blackout.Logger.Warning("Unable to get bundled '" + l_assetName + "' asset stream"); } catch (System.Exception e) { Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message); } } } public static GameObject GetAsset(string p_name) { GameObject l_result = null; if (ms_loadedObjects.ContainsKey(p_name)) { l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]); l_result.SetActive(true); l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset; } else { foreach (var l_pair in ms_loadedAssets) { if (l_pair.Value.Contains(p_name)) { GameObject l_bundledObject = (GameObject)l_pair.Value.LoadAsset(p_name, typeof(GameObject)); if (l_bundledObject != null) { ms_loadedObjects.Add(p_name, l_bundledObject); l_result = UnityEngine.Object.Instantiate(l_bundledObject); l_result.SetActive(true); l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset; } break; } } } return l_result; } public static void Unload() { foreach (var l_pair in ms_loadedAssets) UnityEngine.Object.Destroy(l_pair.Value); ms_loadedAssets.Clear(); } }