174 lines
6.4 KiB
C#
174 lines
6.4 KiB
C#
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#pragma warning disable 649
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using TriLibCore.General;
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using UnityEngine;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace TriLibCore.Samples
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{
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/// <summary>
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/// Represents a sample that loads the "TriLibSample.obj" Model from the "Models" folder and lists the Model Resources.
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/// </summary>
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public class ListModelResourcesSample : MonoBehaviour
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{
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#if UNITY_EDITOR
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/// <summary>
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/// The Model asset used to locate the filename when running in Unity Editor.
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/// </summary>
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[SerializeField]
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private Object ModelAsset;
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#endif
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/// <summary>
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/// Returns the path to the "TriLibSample.obj" Model.
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/// </summary>
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private string ModelPath
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{
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get
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{
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#if UNITY_EDITOR
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return AssetDatabase.GetAssetPath(ModelAsset);
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#else
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return "Models/TriLibSampleModel.obj";
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#endif
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}
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}
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/// <summary>
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/// The Text used to display the Model Resources.
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/// </summary>
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[SerializeField]
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private Text ResourcesText;
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/// <summary>
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/// The previously loaded GameObject, if any.
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/// </summary>
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private GameObject _loadedGameObject;
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/// <summary>
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/// Creates the AssetLoaderOptions instance and displays the Model file-picker.
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/// </summary>
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/// <remarks>
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/// You can create the AssetLoaderOptions by right clicking on the Assets Explorer and selecting "TriLib->Create->AssetLoaderOptions->Pre-Built AssetLoaderOptions".
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/// </remarks>
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public void LoadModel()
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{
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var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions();
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var assetLoaderFilePicker = AssetLoaderFilePicker.Create();
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assetLoaderFilePicker.LoadModelFromFilePickerAsync("Select a Model file", OnLoad, OnMaterialsLoad, OnProgress, OnBeginLoad, OnError, null, assetLoaderOptions);
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}
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/// <summary>
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/// Loads the "Models/TriLibSample.obj" Model using the given AssetLoaderOptions.
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/// </summary>
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/// <remarks>
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/// You can create the AssetLoaderOptions by right clicking on the Assets Explorer and selecting "TriLib->Create->AssetLoaderOptions->Pre-Built AssetLoaderOptions".
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/// </remarks>
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private void Start()
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{
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var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions();
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AssetLoader.LoadModelFromFile(ModelPath, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions);
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}
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/// <summary>
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/// Called when the the Model begins to load, configuring the scene.
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/// </summary>
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/// <param name="filesSelected">Indicates if any file has been selected.</param>
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private void OnBeginLoad(bool filesSelected)
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{
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if (filesSelected)
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{
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Debug.Log($"User selected a Model.");
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//Destroys the previously loaded GameObject, if any.
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if (_loadedGameObject != null)
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{
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Destroy(_loadedGameObject);
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}
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//Resets the Resources Text and the previous loaded GameObject.
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ResourcesText.text = "Loading Model";
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_loadedGameObject = null;
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}
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}
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/// <summary>
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/// Called when any error occurs.
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/// </summary>
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/// <param name="obj">The contextualized error, containing the original exception and the context passed to the method where the error was thrown.</param>
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private void OnError(IContextualizedError obj)
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{
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Debug.LogError($"An error occurred while loading your Model: {obj.GetInnerException()}");
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}
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/// <summary>
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/// Called when the Model loading progress changes.
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/// </summary>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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/// <param name="progress">The loading progress.</param>
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private void OnProgress(AssetLoaderContext assetLoaderContext, float progress)
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{
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Debug.Log($"Loading Model. Progress: {progress:P}");
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}
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/// <summary>
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/// Called when the Model (including Textures and Materials) has been fully loaded.
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/// </summary>
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/// <remarks>The loaded GameObject is available on the assetLoaderContext.RootGameObject field.</remarks>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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private void OnMaterialsLoad(AssetLoaderContext assetLoaderContext)
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{
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Debug.Log("Materials loaded. Model fully loaded.");
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//The text containing all the Model Resources.
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var text = "";
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//ModelPath contains the loaded model path
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var modelPath = assetLoaderContext.Filename;
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if (!string.IsNullOrEmpty(modelPath))
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{
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text += $"Model: '{modelPath}'\n";
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}
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//Iterate the loaded textures list
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foreach (var kvp in assetLoaderContext.LoadedTextures)
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{
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//FinalPath contains the loaded texture filename
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string finalPath = kvp.Key.ResolvedFilename;
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if (!string.IsNullOrEmpty(finalPath))
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{
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text += $"Texture: '{finalPath}'\n";
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}
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}
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//Iterate the loaded resources list
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foreach (var kvp in assetLoaderContext.LoadedExternalData)
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{
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//FinalPath contains the loaded resource filename
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string finalPath = kvp.Value;
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if (!string.IsNullOrEmpty(finalPath))
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{
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text += $"External Data: '{finalPath}'\n";
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}
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}
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//Displays the Model Resources text.
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ResourcesText.text = text;
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}
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/// <summary>
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/// Called when the Model Meshes and hierarchy are loaded.
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/// </summary>
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/// <remarks>The loaded GameObject is available on the assetLoaderContext.RootGameObject field.</remarks>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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private void OnLoad(AssetLoaderContext assetLoaderContext)
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{
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Debug.Log("Model loaded. Loading materials.");
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//Stores the loaded GameObject reference.
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_loadedGameObject = assetLoaderContext.RootGameObject;
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}
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}
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}
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