new-horizons/NewHorizons/Utility/Files/AssetBundleUtilities.cs

217 lines
8.3 KiB
C#

using NewHorizons.Utility.OWML;
using OWML.Common;
using OWML.ModHelper;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace NewHorizons.Utility.Files
{
public static class AssetBundleUtilities
{
public static Dictionary<string, (AssetBundle bundle, bool keepLoaded)> AssetBundles = new();
private static readonly List<AssetBundleCreateRequest> _loadingBundles = new();
public static AssetBundle NHAssetBundle { get; private set; }
public static AssetBundle NHPrivateAssetBundle { get; private set; }
static AssetBundleUtilities()
{
NHAssetBundle = LoadRequiredBundle("Assets/bundles/newhorizons_public");
NHPrivateAssetBundle = LoadRequiredBundle("Assets/bundles/newhorizons_private");
}
private static AssetBundle LoadRequiredBundle(string path)
{
var bundle = Main.Instance.ModHelper.Assets.LoadBundle(path);
if (bundle == null)
{
NHLogger.LogError($"Couldn't find [{Path.GetFileName(path)}]: Some features of NH will not work.");
}
return bundle;
}
public static void ClearCache()
{
foreach (var pair in AssetBundles)
{
if (!pair.Value.keepLoaded)
{
if (pair.Value.bundle == null)
{
NHLogger.LogError($"The asset bundle for {pair.Key} was null when trying to unload");
}
else
{
pair.Value.bundle.Unload(true);
}
}
}
AssetBundles = AssetBundles.Where(x => x.Value.keepLoaded).ToDictionary(x => x.Key, x => x.Value);
}
public static void PreloadBundle(string assetBundleRelativeDir, IModBehaviour mod)
{
string key = Path.GetFileName(assetBundleRelativeDir);
var completePath = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, assetBundleRelativeDir);
var request = AssetBundle.LoadFromFileAsync(completePath);
_loadingBundles.Add(request);
NHLogger.Log($"Preloading bundle {assetBundleRelativeDir} - {_loadingBundles.Count} left");
request.completed += _ =>
{
_loadingBundles.Remove(request);
NHLogger.Log($"Finshed preloading bundle {assetBundleRelativeDir} - {_loadingBundles.Count} left");
AssetBundles[key] = (request.assetBundle, true);
};
}
/// <summary>
/// are preloaded bundles done loading?
/// </summary>
public static bool AreRequiredAssetsLoaded() => _loadingBundles.Count == 0;
public static T Load<T>(string assetBundleRelativeDir, string pathInBundle, IModBehaviour mod) where T : UnityEngine.Object
{
string key = Path.GetFileName(assetBundleRelativeDir);
T obj;
try
{
AssetBundle bundle;
if (AssetBundles.ContainsKey(key))
{
bundle = AssetBundles[key].bundle;
}
else
{
var completePath = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, assetBundleRelativeDir);
bundle = AssetBundle.LoadFromFile(completePath);
if (bundle == null)
{
NHLogger.LogError($"Couldn't load AssetBundle at [{completePath}] for [{mod.ModHelper.Manifest.Name}]");
return null;
}
AssetBundles[key] = (bundle, false);
}
obj = bundle.LoadAsset<T>(pathInBundle);
}
catch (Exception e)
{
NHLogger.LogError($"Couldn't load asset {pathInBundle} from AssetBundle {assetBundleRelativeDir}:\n{e}");
return null;
}
return obj;
}
public static GameObject LoadPrefab(string assetBundleRelativeDir, string pathInBundle, IModBehaviour mod)
{
var prefab = Load<GameObject>(assetBundleRelativeDir, pathInBundle, mod);
prefab.SetActive(false);
ReplaceShaders(prefab);
return prefab;
}
public static void ReplaceShaders(GameObject prefab)
{
foreach (var renderer in prefab.GetComponentsInChildren<Renderer>(true))
{
foreach (var material in renderer.sharedMaterials)
{
if (material == null) continue;
var replacementShader = Shader.Find(material.shader.name);
if (replacementShader == null) continue;
// preserve override tag and render queue (for Standard shader)
// keywords and properties are already preserved
if (material.renderQueue != material.shader.renderQueue)
{
var renderType = material.GetTag("RenderType", false);
var renderQueue = material.renderQueue;
material.shader = replacementShader;
material.SetOverrideTag("RenderType", renderType);
material.renderQueue = renderQueue;
}
else
{
material.shader = replacementShader;
}
}
}
foreach (var trenderer in prefab.GetComponentsInChildren<TessellatedRenderer>(true))
{
foreach (var material in trenderer.sharedMaterials)
{
if (material == null) continue;
var replacementShader = Shader.Find(material.shader.name);
if (replacementShader == null) continue;
// preserve override tag and render queue (for Standard shader)
// keywords and properties are already preserved
if (material.renderQueue != material.shader.renderQueue)
{
var renderType = material.GetTag("RenderType", false);
var renderQueue = material.renderQueue;
material.shader = replacementShader;
material.SetOverrideTag("RenderType", renderType);
material.renderQueue = renderQueue;
}
else
{
material.shader = replacementShader;
}
}
}
// for dream world underwater fog
foreach (var ruleset in prefab.GetComponentsInChildren<EffectRuleset>(true))
{
var material = ruleset._material;
if (material == null) continue;
var replacementShader = Shader.Find(material.shader.name);
if (replacementShader == null) continue;
// preserve override tag and render queue (for Standard shader)
// keywords and properties are already preserved
if (material.renderQueue != material.shader.renderQueue)
{
var renderType = material.GetTag("RenderType", false);
var renderQueue = material.renderQueue;
material.shader = replacementShader;
material.SetOverrideTag("RenderType", renderType);
material.renderQueue = renderQueue;
}
else
{
material.shader = replacementShader;
}
}
// for raft splash
foreach (var fluidDetector in prefab.GetComponentsInChildren<FluidDetector>(true))
{
if (fluidDetector._splashEffects == null) continue;
foreach (var splashEffect in fluidDetector._splashEffects)
{
if (splashEffect == null) continue;
if (splashEffect.splashPrefab == null) continue;
AssetBundleUtilities.ReplaceShaders(splashEffect.splashPrefab);
}
}
}
}
}