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 readonly Dictionary _materialCache = new();
private static readonly Dictionary _objectCache = new();
public static void Init()
{
_materialCache.Clear();
_objectCache.Clear();
}
///
/// makes it so that this object's streaming stuff will be connected to the given sector
///
public static void SetUpStreaming(GameObject obj, Sector sector)
{
// find the asset bundles to load
// tries the cache first, then builds
if (!_objectCache.TryGetValue(obj, out var assetBundles))
{
var assetBundlesList = new List();
var tables = Resources.FindObjectsOfTypeAll();
foreach (var streamingHandle in obj.GetComponentsInChildren())
{
var assetBundle = streamingHandle.assetBundle;
assetBundlesList.SafeAdd(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))
{
assetBundlesList.SafeAdd(assetBundle);
}
else
{
foreach (var table in tables)
{
foreach (var lookup in table._materialPropertyLookups)
{
if (materials.Contains(lookup.material))
{
_materialCache.SafeAdd(lookup.material, table.assetBundle);
assetBundlesList.SafeAdd(table.assetBundle);
}
}
}
}
}
}
assetBundles = assetBundlesList.ToArray();
_objectCache[obj] = assetBundles;
}
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
if (sector)
{
sector.OnOccupantEnterSector += _ =>
{
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
};
}
}
}
}