Example #1
0
        static bool SetAndLoadIfNull(System.Object container, FieldInfo info,
                                     string path, ReloadAttribute.Package location)
        {
            if (IsNull(container, info))
            {
                info.SetValue(container, Load(path, info.FieldType, location));
                return(true);
            }

            return(false);
        }
Example #2
0
        static bool SetAndLoadIfNull(Array array, int index, string path, ReloadAttribute.Package location)
        {
            var element = array.GetValue(index);

            if (IsNull(element))
            {
                array.SetValue(Load(path, array.GetType().GetElementType(), location), index);
                return(true);
            }

            return(false);
        }
Example #3
0
        static UnityEngine.Object Load(string path, Type type, ReloadAttribute.Package location)
        {
            // Check if asset exist.
            // Direct loading can be prevented by AssetDatabase being reloading.
            var guid = AssetDatabase.AssetPathToGUID(path);

            if (location == ReloadAttribute.Package.Root && String.IsNullOrEmpty(guid))
            {
                throw new Exception($"Cannot load. Incorrect path: {path}");
            }

            // Else the path is good. Attempt loading resource if AssetDatabase available.
            UnityEngine.Object result;
            switch (location)
            {
            case ReloadAttribute.Package.Builtin:
                if (type == typeof(Shader))
                {
                    result = Shader.Find(path);
                }
                else
                {
                    result = Resources.GetBuiltinResource(type, path);     //handle wrong path error
                }
                break;

            case ReloadAttribute.Package.BuiltinExtra:
                if (type == typeof(Shader))
                {
                    result = Shader.Find(path);
                }
                else
                {
                    result = AssetDatabase.GetBuiltinExtraResource(type, path);     //handle wrong path error
                }
                break;

            case ReloadAttribute.Package.Root:
                result = AssetDatabase.LoadAssetAtPath(path, type);
                break;

            default:
                throw new NotImplementedException($"Unknown {location}");
            }

            if (IsNull(result))
            {
                var e = new Exception($"Cannot load. Path {path} is correct but AssetDatabase cannot load now.");
                e.Data["InvalidImport"] = 1;
                throw e;
            }
            return(result);
        }