NAK_CVR_Mods/.Deprecated/Blackout/AssetHandler.cs

94 lines
No EOL
3.3 KiB
C#

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*
*/
internal static class AssetsHandler
{
private static readonly List<string> ms_assets = new List<string>()
{
"blackout_controller.asset"
};
private static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
private static Dictionary<string, GameObject> ms_loadedObjects = new Dictionary<string, GameObject>();
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();
}
}