EditorTool3D/Assets/TriLib/TriLibSamples/ListModelResources/Scripts/ListModelResourcesSample.cs

174 lines
6.4 KiB
C#

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