Cache LOD texture stuff better and gooder

This commit is contained in:
Nick 2022-03-07 01:17:34 -05:00
parent fe4f7f5919
commit e9bba3fa9b
3 changed files with 45 additions and 24 deletions

View File

@ -64,7 +64,7 @@ namespace NewHorizons.Builder.Props
GameObject prop = GameObject.Instantiate(prefab, sector.transform);
prop.SetActive(false);
sector.OnOccupantEnterSector += (SectorDetector sd) => OWAssetHandler.LoadObject(prop);
sector.OnOccupantEnterSector += (SectorDetector sd) => OWAssetHandler.OnOccupantEnterSector(prop, sd, sector);
OWAssetHandler.LoadObject(prop);
foreach (var component in prop.GetComponents<Component>().Concat(prop.GetComponentsInChildren<Component>()))

View File

@ -11,52 +11,73 @@ namespace NewHorizons.Handlers
public static class OWAssetHandler
{
private static Dictionary<Material, string> _materialCache;
private static Dictionary<GameObject, List<string>> _objectCache;
public static void Init()
{
_materialCache = new Dictionary<Material, string>();
_objectCache = new Dictionary<GameObject, List<string>>();
}
public static void OnOccupantEnterSector(GameObject obj, SectorDetector sd, Sector sector)
{
LoadObject(obj);
// If its too laggy put this back idk
/*
if (sector.GetOccupants().Count > 0 || sd._occupantType == DynamicOccupant.Player)
{
LoadObject(obj);
}
*/
}
public static void LoadObject(GameObject obj)
{
var assetBundles = new List<string>();
var tables = Resources.FindObjectsOfTypeAll<StreamingMaterialTable>();
foreach (var streamingHandle in obj.GetComponentsInChildren<StreamingMeshHandle>())
if (_objectCache.ContainsKey(obj))
{
var assetBundle = streamingHandle.assetBundle;
if (!assetBundles.Contains(assetBundle))
assetBundles = _objectCache[obj];
}
else
{
var tables = Resources.FindObjectsOfTypeAll<StreamingMaterialTable>();
foreach (var streamingHandle in obj.GetComponentsInChildren<StreamingMeshHandle>())
{
assetBundles.Add(assetBundle);
}
if (streamingHandle is StreamingRenderMeshHandle || streamingHandle is StreamingSkinnedMeshHandle)
{
var materials = streamingHandle.GetComponent<Renderer>().sharedMaterials;
if (materials.Length == 0) continue;
if (_materialCache == null) _materialCache = new Dictionary<Material, string>();
// Gonna assume that if theres more than one material its probably in the same asset bundle anyway right
if (_materialCache.TryGetValue(materials[0], out assetBundle))
var assetBundle = streamingHandle.assetBundle;
if (!assetBundles.Contains(assetBundle))
{
assetBundles.Add(assetBundle);
}
else
if (streamingHandle is StreamingRenderMeshHandle || streamingHandle is StreamingSkinnedMeshHandle)
{
foreach (var table in tables)
var materials = streamingHandle.GetComponent<Renderer>().sharedMaterials;
if (materials.Length == 0) continue;
// Gonna assume that if theres more than one material its probably in the same asset bundle anyway right
if (_materialCache.TryGetValue(materials[0], out assetBundle))
{
foreach (var x in table._materialPropertyLookups)
assetBundles.Add(assetBundle);
}
else
{
foreach (var table in tables)
{
if (materials.Contains(x.material))
foreach (var x in table._materialPropertyLookups)
{
_materialCache.SafeAdd(x.material, table.assetBundle);
assetBundles.SafeAdd(table.assetBundle);
if (materials.Contains(x.material))
{
_materialCache.SafeAdd(x.material, table.assetBundle);
assetBundles.SafeAdd(table.assetBundle);
}
}
}
}
}
}
_objectCache[obj] = assetBundles;
}
foreach (var assetBundle in assetBundles)

View File

@ -199,8 +199,8 @@ namespace NewHorizons
NewHorizonsData.Load();
SignalBuilder.Init();
AstroObjectLocator.RefreshList();
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
OWAssetHandler.Init();
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this);
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>());