EditorTool3D/Assets/TriLib/TriLibSamples/LoadModelFromFilePicker/Scripts/LoadModelFromFilePickerSamp...

111 lines
4.1 KiB
C#

#pragma warning disable 649
using TriLibCore.General;
using UnityEngine;
using TriLibCore.Extensions;
using UnityEngine.UI;
namespace TriLibCore.Samples
{
/// <summary>
/// Represents a sample that loads a Model from a file-picker.
/// </summary>
public class LoadModelFromFilePickerSample : MonoBehaviour
{
/// <summary>
/// The last loaded GameObject.
/// </summary>
private GameObject _loadedGameObject;
/// <summary>
/// The load Model Button.
/// </summary>
[SerializeField]
private Button _loadModelButton;
/// <summary>
/// The progress indicator Text;
/// </summary>
[SerializeField]
private Text _progressText;
/// <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>
/// Called when the the Model begins to load.
/// </summary>
/// <param name="filesSelected">Indicates if any file has been selected.</param>
private void OnBeginLoad(bool filesSelected)
{
_loadModelButton.interactable = !filesSelected;
_progressText.enabled = filesSelected;
}
/// <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)
{
_progressText.text = $"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)
{
if (assetLoaderContext.RootGameObject != null)
{
Debug.Log("Model fully loaded.");
}
else
{
Debug.Log("Model could not be loaded.");
}
_loadModelButton.interactable = true;
_progressText.enabled = false;
}
/// <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)
{
if (_loadedGameObject != null)
{
Destroy(_loadedGameObject);
}
_loadedGameObject = assetLoaderContext.RootGameObject;
if (_loadedGameObject != null)
{
Camera.main.FitToBounds(assetLoaderContext.RootGameObject, 2f);
}
}
}
}