new-horizons/NewHorizons/Handlers/StreamingHandler.cs
2022-07-09 18:48:47 -07:00

108 lines
4.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace NewHorizons.Handlers
{
/// <summary>
/// handles streaming meshes so they stay loaded
/// </summary>
public static class StreamingHandler
{
private static readonly Dictionary<Material, string> _materialCache = new();
private static readonly Dictionary<GameObject, string[]> _objectCache = new();
public static void Init()
{
_materialCache.Clear();
_objectCache.Clear();
}
/// <summary>
/// makes it so that this object's streaming stuff will be connected to the given sector
/// </summary>
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<string>();
var tables = Resources.FindObjectsOfTypeAll<StreamingMaterialTable>();
foreach (var streamingHandle in obj.GetComponentsInChildren<StreamingMeshHandle>())
{
var assetBundle = streamingHandle.assetBundle;
assetBundlesList.SafeAdd(assetBundle);
if (streamingHandle is StreamingRenderMeshHandle or StreamingSkinnedMeshHandle)
{
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))
{
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;
}
if (sector)
{
// load it if ur already in the sector
if (sector.ContainsOccupant(DynamicOccupant.Player))
{
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
}
sector.OnOccupantEnterSector += sectorDetector =>
{
if (sectorDetector.GetOccupantType() != DynamicOccupant.Player) return;
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
};
sector.OnOccupantExitSector += sectorDetector =>
{
if (sectorDetector.GetOccupantType() != DynamicOccupant.Player) return;
foreach (var assetBundle in assetBundles)
{
StreamingManager.UnloadStreamingAssets(assetBundle);
}
};
}
else
{
// just load it immediately and hope for the best
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
}
}
}
}