/// <summary> /// Upon the asset being done loading from resources send it to the correct place to store /// </summary> /// <param name="to"></param> public void HandleAssetLoaded(AssetLoadRequestTO to) { switch (to.assetLoadType) { case AssetLoadType.Conversation: DialogController.GetInstance().LoadDialogFromTO(to); DialogController.GetInstance().PreloadPortraits(); DialogController.GetInstance().PreloadMusic(); break; case AssetLoadType.MapData: MapData md = MapData.FromTO(to); MapController.GetInstance().LoadMapData(md); break; case AssetLoadType.MapMaterial: MapController.GetInstance().LoadCurrMapMaterialFromTO(to); break; case AssetLoadType.Metadata: MetaDataManager.GetInstance().LoadMetadataFromTO(to); break; case AssetLoadType.Music: MusicController.GetInstance().LoadMusicFromTO(to); break; case AssetLoadType.SoundEfect: SoundEffectController.GetInstance().LoadSoundEffectFromTO(to); break; } }
/// <summary> /// Creates an asset request for a music /// </summary> public static AssetLoadRequestTO CreateMusicAssetRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.Music; to.path = GameConstants.MUSIC_LOC + fileName; return(to); }
/// <summary> /// Creates an asset request for a metadata json /// </summary> public static AssetLoadRequestTO CreateMetadataAssetRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.Metadata; to.path = GameConstants.METADATA_LOC + fileName; return(to); }
public static AssetLoadRequestTO CreateMapMaterialRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.MapMaterial; to.path = GameConstants.MATERIAL_LOC + fileName; return(to); }
/// <summary> /// Creates an asset request for a new conversation json /// </summary> public static AssetLoadRequestTO CreateConversationRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.Conversation; to.path = GameConstants.CONVERSATION_LOC + fileName; return(to); }
/// <summary> /// Creates an asset request for a sound effect /// </summary> public static AssetLoadRequestTO CreateSoundEffectAssetRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.SoundEfect; to.path = GameConstants.SOUND_LOC + fileName; return(to); }
/// <summary> /// Creates an asset request to load a texture spritesheet /// </summary> public static AssetLoadRequestTO CreateSpriteSheetAssetRequest(string fileName) { AssetLoadRequestTO to = new AssetLoadRequestTO(); to.assetLoadType = AssetLoadType.SpriteSheet; to.path = GameConstants.TEXTURE_LOC + fileName; return(to); }
public void LoadAsset(AssetLoadRequestTO to) { expected += 1; loaded += 0; startDate = DateTime.Now; MainLoop main = MainLoop.GetInstance(); main.StartCoroutine(LoadAsync(to)); }
private void LoadAllObjectsInPath(AssetLoadRequestTO to) { to.loadObjectList = Resources.LoadAll(to.path); HandleAssetLoaded(to); if (to.callback != null) { to.callback(to); } EventController.GetInstance().FireEvent(EventTypeEnum.AssetLoadComplete, null); LoadFinished(); }
private IEnumerator LoadAsync(AssetLoadRequestTO to) { ResourceRequest req = Resources.LoadAsync(to.path); while (!req.isDone) { Debug.Log("Load Progress: " + req.progress); yield return(null); } to.loadedObject = req.asset; HandleAssetLoaded(to); if (to.callback != null) { to.callback(to); } EventController.GetInstance().FireEvent(EventTypeEnum.AssetLoadComplete, null); LoadFinished(); }
/// <summary> /// Loads up a list of assets /// </summary> public void LoadAssets(List <AssetLoadRequestTO> assetLoadRequestList) { Debug.Log("Preparing to Load " + assetLoadRequestList.Count + " assets."); startDate = DateTime.Now; expected += assetLoadRequestList.Count; MainLoop main = MainLoop.GetInstance(); for (int i = 0, count = assetLoadRequestList.Count; i < count; i++) { AssetLoadRequestTO to = assetLoadRequestList[i]; if (to.assetLoadType == AssetLoadType.SpriteSheet) { LoadAllObjectsInPath(to); } else { main.StartCoroutine(LoadAsync(to)); } } }