using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace NewHorizons.Handlers
{
///
/// handles streaming meshes so they stay loaded
///
public static class StreamingHandler
{
private static Dictionary _materialCache;
private static Dictionary> _objectCache;
public static void Init()
{
_materialCache = new Dictionary();
_objectCache = new Dictionary>();
}
public static void OnOccupantEnterSector(GameObject obj, SectorDetector sd, Sector sector)
{
HookStreaming(obj);
// If its too laggy put this back idk
/*
if (sector.GetOccupants().Count > 0 || sd._occupantType == DynamicOccupant.Player)
{
LoadObject(obj);
}
*/
}
///
/// makes it so that this object's streaming stuff will be connected to the given sector
///
public static void HookStreaming(GameObject obj, Sector sector = null)
{
var assetBundles = new List();
if (_objectCache.ContainsKey(obj))
{
assetBundles = _objectCache[obj];
}
else
{
var tables = Resources.FindObjectsOfTypeAll();
foreach (var streamingHandle in obj.GetComponentsInChildren())
{
var assetBundle = streamingHandle.assetBundle;
if (!assetBundles.Contains(assetBundle))
{
assetBundles.Add(assetBundle);
}
if (streamingHandle is StreamingRenderMeshHandle or StreamingSkinnedMeshHandle)
{
var materials = streamingHandle.GetComponent().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))
{
assetBundles.Add(assetBundle);
}
else
{
foreach (var table in tables)
{
foreach (var x in table._materialPropertyLookups)
{
if (materials.Contains(x.material))
{
_materialCache.SafeAdd(x.material, table.assetBundle);
assetBundles.SafeAdd(table.assetBundle);
}
}
}
}
}
}
_objectCache[obj] = assetBundles;
}
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
}
}
}