EditorTool3D/Assets/TriLib/TriLibCore/Scripts/AssetDownloader.cs

75 lines
4.5 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Networking;
namespace TriLibCore
{
/// <summary>Represents a class to download and load Models.</summary>
public class AssetDownloader
{
/// <summary>Represents an HTTP Request method.</summary>
public enum HttpRequestMethod
{
/// <summary>The HTTP GET method.</summary>
Get,
/// <summary>The HTTP POST method.</summary>
Post,
/// <summary>The HTTP PUT method.</summary>
Put,
/// <summary>The HTTP DELETE method.</summary>
Delete,
/// <summary>The HTTP HEAD method.</summary>
Head
}
/// <summary>Creates a Unity Web Request from the given parameters.</summary>
/// <param name="uri">The Request URI (URL).</param>
/// <param name="httpRequestMethod">The HTTP Request method to use.</param>
/// <param name="data">The Custom Data that was sent along the Request.</param>
/// <param name="timeout">The Request timeout in seconds).</param>
/// <returns>The created unity web request.</returns>
public static UnityWebRequest CreateWebRequest(string uri, HttpRequestMethod httpRequestMethod = HttpRequestMethod.Get, string data = null, int timeout = 2000)
{
UnityWebRequest unityWebRequest;
switch (httpRequestMethod)
{
case HttpRequestMethod.Post:
unityWebRequest = UnityWebRequest.PostWwwForm(uri, data);
break;
case HttpRequestMethod.Put:
unityWebRequest = UnityWebRequest.Put(uri, data);
break;
case HttpRequestMethod.Delete:
unityWebRequest = UnityWebRequest.Delete($"{uri}?{data}");
break;
case HttpRequestMethod.Head:
unityWebRequest = UnityWebRequest.Head($"{uri}?{data}");
break;
default:
unityWebRequest = UnityWebRequest.Get($"{uri}?{data}");
break;
}
unityWebRequest.timeout = timeout;
return unityWebRequest;
}
/// <summary>Loads a Model from the given URI Asynchronously (Accepts zip files).</summary>
/// <param name="unityWebRequest">The Unity Web Request used to load the Model. You can use the CreateWebRequest method to create a new Unity Web Request or pass your instance.</param>
/// <param name="onLoad">The Method to call on the Main Thread when the Model is loaded but resources may still pending.</param>
/// <param name="onMaterialsLoad">The Method to call on the Main Thread when the Model and resources are loaded.</param>
/// <param name="onProgress">The Method to call when the Model loading progress changes.</param>
/// <param name="onError">The Method to call on the Main Thread when any error occurs.</param>
/// <param name="wrapperGameObject">The Game Object that will be the parent of the loaded Game Object. Can be null.</param>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
/// <param name="customContextData">The Custom Data that will be passed along the Context.</param>
/// <param name="fileExtension">The extension of the URI Model or the Model inside the Zip file.</param>
/// <param name="isZipFile">Pass <c>true</c> if your file is a Zip file.</param>
/// <param name="haltTask">Turn on this field to avoid loading the model immediately and chain the Tasks.</param>
/// <returns>The AssetLoaderContext used to load the model.</returns>
public static Coroutine LoadModelFromUri(UnityWebRequest unityWebRequest, Action<AssetLoaderContext> onLoad, Action<AssetLoaderContext> onMaterialsLoad, Action<AssetLoaderContext, float> onProgress, Action<IContextualizedError> onError = null, GameObject wrapperGameObject = null, AssetLoaderOptions assetLoaderOptions = null, object customContextData = null, string fileExtension = null, bool? isZipFile = null, bool haltTask = false)
{
var assetDownloader = new GameObject("Asset Downloader").AddComponent<AssetDownloaderBehaviour>();
return assetDownloader.StartCoroutine(assetDownloader.DownloadAsset(unityWebRequest, onLoad, onMaterialsLoad, onProgress, wrapperGameObject, onError, assetLoaderOptions, customContextData, fileExtension, isZipFile));
}
}
}