/// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var assetType = item.tempAsset.GetType();
                    //deal with RuntimeAnimatorController funkiness
                    //the actual type of an instantiated clone of a RuntimeAnimatorController in the editor is UnityEditor.Animations.AnimatorController
                    if (assetType.ToString().IndexOf("AnimatorController") > -1)
                    {
                        assetType = typeof(RuntimeAnimatorController);
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, assetType.ToString());
                    if (assetType == typeof(RaceData))
                    {
                        //HACK TO FIX RACEDATA DYNAMICDNACONVERTERS DYNAMICDNA ASSETS CAUSING LOAD FAILURES in UNITY 5.5+
                        //As of Unity 5.5 a bug has reappeared when loading some types of assets that reference assets in other bundles.
                        //AssetBundleManager successfully ensures these required bundles are loaded first, but even so Unity fils to load
                        //the required asset from them in some cases, notably it seems when the required asset is set in the field of a Prefab (like our DNAAssets are)
                        //To fix this generally we could 'LoadAllAssets' from any dependent bundles, but this could incur significant memory overhead
                        //So for now we will just fix this for UMA and hope a patch is forthcoming in a subsequent version of Unity
                        if (AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle).Length > 0)
                        {
                            var allDeps = AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle);
                            for (int i = 0; i < allDeps.Length; i++)
                            {
                                string            depsError  = "";
                                LoadedAssetBundle depsBundle = AssetBundleManager.GetLoadedAssetBundle(allDeps[i], out depsError);
                                if (String.IsNullOrEmpty(depsError) && depsBundle != null)
                                {
                                    depsBundle.m_AssetBundle.LoadAllAssets <DynamicUMADnaAsset>();
                                }
                            }
                        }
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (assetType == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (assetType == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (assetType == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (assetType == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, assetType);
                        var downloadedAssetArray = Array.CreateInstance(assetType, 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }
Beispiel #2
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        /// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var assetType = item.tempAsset.GetType();
                    //deal with RuntimeAnimatorController funkiness
                    //the actual type of an instantiated clone of a RuntimeAnimatorController in the editor is UnityEditor.Animations.AnimatorController
                    if (assetType.ToString().IndexOf("AnimatorController") > -1)
                    {
                        assetType = typeof(RuntimeAnimatorController);
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, assetType.ToString());
                    if (assetType == typeof(RaceData))
                    {
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (assetType == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (assetType == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (assetType == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (assetType == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, assetType);
                        var downloadedAssetArray = Array.CreateInstance(assetType, 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }
        /// <summary>
        /// Get all the UMATextRecipes/UMWardrobeRecipes
        /// </summary>
        /// <returns></returns>
        private List <AssetItem> GetAddressableRecipes()
        {
            List <AssetItem> theRecipes = new List <AssetItem>();
            Type             theType;

            //**********************************************************************************************
            //* Add Wardrobe Recipes
            //**********************************************************************************************

            theType = UMAAssetIndexer.Instance.GetIndexedType(typeof(UMAWardrobeRecipe));
            var wardrobe = UMAAssetIndexer.Instance.GetAssetDictionary(theType).Values;

            foreach (AssetItem ai in wardrobe)
            {
                UMAWardrobeRecipe uwr = ai.Item as UMAWardrobeRecipe;
                if (uwr != null)
                {
                    if (uwr.resourcesOnly)
                    {
                        var items = UMAAssetIndexer.Instance.GetAssetItems(uwr);
                        foreach (AssetItem resourceItem in items)
                        {
                            resourceItem.IsResource = true;
                        }
                        continue;
                    }
                    theRecipes.Add(ai);
                }
            }

            theType = UMAAssetIndexer.Instance.GetIndexedType(typeof(UMATextRecipe));
            var trecipes = UMAAssetIndexer.Instance.GetAssetDictionary(theType).Values;

            foreach (AssetItem ai in trecipes)
            {
                UMATextRecipe utr = ai.Item as UMATextRecipe;
                if (utr != null)
                {
                    if (utr.resourcesOnly)
                    {
                        var items = UMAAssetIndexer.Instance.GetAssetItems(utr);
                        foreach (AssetItem resourceItem in items)
                        {
                            resourceItem.IsResource = true;
                        }
                        continue;
                    }
                    theRecipes.Add(ai);
                }
            }

            theType = UMAAssetIndexer.Instance.GetIndexedType(typeof(UMAWardrobeCollection));
            var wcrecipes = UMAAssetIndexer.Instance.GetAssetDictionary(theType).Values;

            foreach (AssetItem ai in wcrecipes)
            {
                UMATextRecipe utr = ai.Item as UMATextRecipe;
                if (utr != null)
                {
                    if (utr.resourcesOnly)
                    {
                        var items = UMAAssetIndexer.Instance.GetAssetItems(utr);
                        foreach (AssetItem resourceItem in items)
                        {
                            resourceItem.IsResource = true;
                        }
                        continue;
                    }
                    theRecipes.Add(ai);
                }
            }

            return(theRecipes);
        }