Esempio n. 1
0
        private static IEnumerator LoadAssetsRoutine(string[] modBundlePaths, OnInitializeCallback onInitCB)
        {
            // Load mod bundles
            foreach (string bundlePath in modBundlePaths)
            {
                AssetBundleCreateRequest bundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, bundlePath));
                yield return(bundleRequest);

                if (bundleRequest.assetBundle != null)
                {
                    _ModBundles.Add(bundleRequest.assetBundle);
                }
            }

            // Prepare legacy art loader
            try
            {
                _LegacyArt = new OP2BmpLoader("OP2_ART.BMP", _ArtFile);
            }
            catch (System.Exception ex)
            {
                Debug.LogWarning(ex);
            }

            yield return(null);

            float startTime = Time.realtimeSinceStartup;
            float curTime   = startTime;

            // Load textures
            for (int i = 0; i < _ArtFile.imageMetas.Count; ++i)
            {
                Texture2D texture = GetAssetFromModBundle <Texture2D>("Bitmap" + i);

                if (texture != null)
                {
                    _TextureLookup[i] = texture;
                    _SpriteLookup[i]  = Sprite.Create(texture, new UnityEngine.Rect(0, 0, texture.width, texture.height), Vector2.zero, 1);
                }
                else if (_LegacyArt != null)
                {
                    // Load legacy texture
                    try
                    {
                        OP2BitmapFile bitmap = _LegacyArt.GetImage(i);
                        texture           = GetTextureFromBMP(bitmap);
                        _TextureLookup[i] = texture;
                        _SpriteLookup[i]  = Sprite.Create(texture, new UnityEngine.Rect(0, 0, texture.width, texture.height), Vector2.zero, 1);
                    }
                    catch (System.Exception ex)
                    {
                        Debug.LogException(ex);
                        Debug.LogError("BmpIndex: " + i);
                    }
                }
                else
                {
                    // Could not find texture!
                    Debug.LogError("Could not find texture for index: " + i);

                    // Inform caller of failure
                    onInitCB?.Invoke(false);
                    yield break;
                }

                // Every X seconds, take a break to render the screen
                if (curTime + 0.25f < Time.realtimeSinceStartup)
                {
                    yield return(null);

                    curTime = Time.realtimeSinceStartup;
                }
            }

            Debug.Log("Texture Load Time: " + (Time.realtimeSinceStartup - startTime).ToString("N2") + " seconds");

            yield return(LoadSoundsRoutine("sound.vol"));

            yield return(LoadSoundsRoutine("voices.vol"));

            Debug.Log("Total Load Time: " + (Time.realtimeSinceStartup - startTime).ToString("N2") + " seconds");

            // Inform caller of success
            onInitCB?.Invoke(true);
        }
Esempio n. 2
0
        /// <summary>
        /// Loads required assets for the game.
        /// </summary>
        public static void Initialize(MonoBehaviour coroutineOwner, string[] modBundlePaths, OnInitializeCallback onInitCB)
        {
            // Load art file
            try
            {
                // Prepare Legacy manager
                _LegacyAssets = new ResourceManager(".");

                // Get art file
                Stream artPartStream = _LegacyAssets.GetResourceStream("op2_art.prt");
                _ArtFile = ArtFile.Read(artPartStream);
            }
            catch (System.Exception ex)
            {
                Debug.LogException(ex);

                // Inform caller of failure
                onInitCB?.Invoke(false);
                return;
            }

            // Load asset bundle
            coroutineOwner.StartCoroutine(LoadAssetsRoutine(modBundlePaths, onInitCB));
        }