using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; namespace ml_lme { static class AssetsHandler { readonly static string ms_namespace = typeof(AssetsHandler).Namespace; static readonly List ms_assets = new List() { "leapmotion_controller.asset", "leapmotion_hands.asset" }; static readonly Dictionary ms_loadedAssets = new Dictionary(); static readonly Dictionary ms_loadedObjects = new Dictionary(); public static void Load() { Assembly l_assembly = Assembly.GetExecutingAssembly(); foreach(string l_assetName in ms_assets) { try { Stream l_assetStream = l_assembly.GetManifestResourceStream(ms_namespace + ".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 MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset"); } else MelonLoader.MelonLogger.Warning("Unable to get bundled '" + l_assetName + "' asset stream"); } catch(System.Exception e) { MelonLoader.MelonLogger.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 = 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 = 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) Object.Destroy(l_pair.Value); ms_loadedAssets.Clear(); } } }