111 lines
4.1 KiB
C#
111 lines
4.1 KiB
C#
#pragma warning disable 649
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using TriLibCore.General;
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using UnityEngine;
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using TriLibCore.Extensions;
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using UnityEngine.UI;
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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 a Model from a file-picker.
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/// </summary>
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public class LoadModelFromFilePickerSample : MonoBehaviour
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{
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/// <summary>
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/// The last loaded GameObject.
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/// </summary>
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private GameObject _loadedGameObject;
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/// <summary>
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/// The load Model Button.
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/// </summary>
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[SerializeField]
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private Button _loadModelButton;
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/// <summary>
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/// The progress indicator Text;
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/// </summary>
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[SerializeField]
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private Text _progressText;
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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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/// Called when the the Model begins to load.
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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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_loadModelButton.interactable = !filesSelected;
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_progressText.enabled = filesSelected;
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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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_progressText.text = $"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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if (assetLoaderContext.RootGameObject != null)
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{
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Debug.Log("Model fully loaded.");
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}
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else
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{
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Debug.Log("Model could not be loaded.");
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}
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_loadModelButton.interactable = true;
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_progressText.enabled = false;
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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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if (_loadedGameObject != null)
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{
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Destroy(_loadedGameObject);
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}
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_loadedGameObject = assetLoaderContext.RootGameObject;
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if (_loadedGameObject != null)
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{
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Camera.main.FitToBounds(assetLoaderContext.RootGameObject, 2f);
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}
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}
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}
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}
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