Example #1
0
 static void PreviewTextureFactory_OnImageUnloaded(string imagePath) {
     if (!m_previewTextures.ContainsKey(imagePath))
         return;
             
     PreviewTexture texToRemove = m_previewTextures[imagePath];
     texToRemove.Dispose();
     m_previewTextures.Remove(imagePath);
 }
Example #2
0
//----------------------------------------------------------------------------------------------------------------------    
    private static void Update() {
        double curTime = EditorApplication.timeSinceStartup;
        if (!m_removeObsoleteTextures)
            return;

        //Remove obsolete textures
        m_obsoleteTextures.Clear();
        foreach (KeyValuePair<string, PreviewTexture> keyValue in m_previewTextures) {
            if (curTime - keyValue.Value.GetLastAccessTime() > OBSOLETE_TIME) {
                m_obsoleteTextures.Add(keyValue.Key);
            }
        }
        foreach (string texFullPath in m_obsoleteTextures) {
            PreviewTexture texToRemove = m_previewTextures[texFullPath];
            texToRemove.Dispose();
            m_previewTextures.Remove(texFullPath);
        }

        m_removeObsoleteTextures = false;
    }
Example #3
0
//----------------------------------------------------------------------------------------------------------------------    

    public static Texture2D GetOrCreate(string fullPath, ref ImageData imageData) {
        Assert.IsTrue(StreamingImageSequenceConstants.READ_STATUS_SUCCESS == imageData.ReadStatus);
        
        //We only remove obsolete textures if there is any access to PreviewTextures in a particular frame. 
        //For example, if Unity is not in focus, then we don't want to remove them.
        m_removeObsoleteTextures = true;

        if (m_previewTextures.ContainsKey(fullPath)) {
            Assert.IsNotNull(m_previewTextures[fullPath].GetTexture());
            return m_previewTextures[fullPath].GetTexture();
        }

        //This is static. Don't destroy the tex if a new scene is loaded
        Texture2D newTex = imageData.CreateCompatibleTexture(HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor);
        imageData.CopyBufferToTexture(newTex);
        newTex.name = "Preview: " + fullPath;
        m_previewTextures[fullPath] = new PreviewTexture(newTex);
        
        return newTex;
    }