Esempio n. 1
0
        /// <summary>
        /// Loads the xml object found from the project root directory (data folder level),
        /// And provides an optional callback function delegate that will be called after the XML file is loaded
        /// </summary>
        public static T LoadXMLObject <T>(string file, PostLoadCallback <T> postLoadCallback) where T : class
        {
            XmlSerializer serializer = new XmlSerializer(typeof(T));
            //string filePath = "../../" + file;
            string filePath = file;

            try {
                FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
                T          loader = serializer.Deserialize(stream) as T;

                Console.WriteLine("Loaded " + typeof(T).Name + " @ " + file);

                if (postLoadCallback != null)
                {
                    postLoadCallback(loader);
                }

                stream.Close();
                return(loader);
            }
            catch (IOException e) {
                Console.WriteLine("XMLObjectLoader::LoadXMLObject could find file " + filePath + " :: " + e.Message);
                return(null);
            }
        }
Esempio n. 2
0
        IEnumerator DownloadAndCacheModel(string modelUrl, GameObject attachTo, LoadingAnimator loadingAnimator, PostLoadCallback callback)
        {
            // Wait for the Caching system to be ready
            while (!Caching.ready)
            {
                yield return(null);
            }

            // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
            Debug.Log("Downloading - " + modelUrl);
            using (WWW www = WWW.LoadFromCacheOrDownload(modelUrl, 1)) {
                // Cancel WWW if it exceeds timeout
                float downloadStartTime = Time.realtimeSinceStartup;
                bool  requestCancelled  = false;

                // Start animation
                if (loadingAnimator != null)
                {
                    loadingAnimator.StartPlaying();
                    loadingAnimator.JumpTo(0.0f);
                }
                while (!www.isDone)
                {
                    float elapsedTime = Time.realtimeSinceStartup - downloadStartTime;
                    if (elapsedTime == 0)
                    {
                        elapsedTime = 0.1f;
                    }
                    if (elapsedTime > Constants.TIMEOUT)
                    {
                        Debug.LogWarning("Model download timeout!");
                        requestCancelled = true;
                        break;
                    }
                    Debug.Log("Still downloading... " + www.progress + "," + elapsedTime);
                    // Animate loading
                    if (loadingAnimator != null)
                    {
                        loadingAnimator.JumpTo(www.progress);
                    }
                    yield return(new WaitForEndOfFrame());
                }

                // Once download is complete
                if (requestCancelled)
                {
                    Debug.LogWarning("Request cancelled");
                    StopCoroutine("DownloadAndCacheAsset");
                    // Do nothing
                }
                else
                {
                    yield return(www);

                    if (www.error != null)
                    {
                        Debug.LogWarning("WWW download had an error:" + modelUrl + ":" + www.error);
                        if (callback != null)
                        {
                            callback(null);
                        }
                    }
                    else
                    {
                        AssetBundle bundle = www.assetBundle;
                        Debug.Log("Downloaded bundle - " + modelUrl);

                        // Load the object asynchronously
                        AssetBundleRequest request = bundle.LoadAssetAsync(bundle.GetAllAssetNames()[0], typeof(GameObject));

                        // Wait for completion
                        yield return(request);

                        // Get the reference to the loaded object
                        GameObject prefab = request.asset as GameObject;

                        GameObject model = (GameObject.Instantiate(prefab));
                        model.transform.SetParent(attachTo.transform);
                        model.transform.rotation = attachTo.transform.rotation;

                        attachTo.transform.position      = new Vector3(0, 0, 0);
                        model.transform.position         = new Vector3(0, 0, 0);
                        attachTo.transform.localPosition = new Vector3(0, 0, 0);
                        model.transform.localPosition    = new Vector3(0, 0, 0);

                        // Need to rotate all models by 180.
                        model.transform.Rotate(0, 180, 0);

                        BoxCollider collider    = model.GetComponent <BoxCollider>();
                        BoxCollider newCollider = attachTo.AddComponent <BoxCollider>();
                        newCollider.center = collider.center;
                        newCollider.size   = collider.size;
                        GameObject.Destroy(collider);

                        // Re-assign shaders to materials found on the model
                        Shader   glassShader    = Shader.Find(WAYFAIR_SHADER_GLASS);
                        Shader   specularShader = Shader.Find(WAYFAIR_SHADER_SPECULAR);
                        Renderer renderer;
                        // Go through all sub meshes
                        if (model.transform.childCount > 0)
                        {
                            for (int i = 0; i < model.transform.childCount; i++)
                            {
                                GameObject subModel = model.transform.GetChild(i).gameObject;
                                renderer = subModel.GetComponent <Renderer>() as Renderer;
                                if (renderer)
                                {
                                    if (GLASS_MESH_NAME_V1.Match(renderer.name).Success)
                                    {
                                        renderer.sharedMaterial.shader = glassShader;
                                    }
                                    else if (OPAQUE_MESH_NAME_V1.Match(renderer.name).Success)
                                    {
                                        renderer.sharedMaterial.shader = specularShader;
                                    }
                                    else if (SHADOW_MESH_NAME_V5.Match(renderer.name).Success)
                                    {
                                        renderer.sharedMaterial.shader = Shader.Find(SHADOW_PLANE_SHADER);
                                    }
                                }
                                // Go one level deeper since Unity may have broken down meshes > 65k
                                else
                                {
                                    for (int j = 0; j < subModel.transform.childCount; j++)
                                    {
                                        renderer = subModel.transform.GetChild(j).gameObject.GetComponent <Renderer>() as Renderer;
                                        if (renderer)
                                        {
                                            if (GLASS_MESH_NAME_V1.Match(renderer.name).Success)
                                            {
                                                renderer.sharedMaterial.shader = glassShader;
                                                foreach (Material material in renderer.materials)
                                                {
                                                    material.shader = glassShader;
                                                }
                                            }
                                            else if (OPAQUE_MESH_NAME_V1.Match(renderer.name).Success)
                                            {
                                                renderer.sharedMaterial.shader = specularShader;
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        if (loadingAnimator != null)
                        {
                            loadingAnimator.JumpTo(1);                             // Update the animation to the last frame
                        }
                        if (callback != null)
                        {
                            callback(attachTo);
                        }

                        // Unload the AssetBundles compressed contents to conserve memory
                        bundle.Unload(false);
                    }
                }
            }             // memory is freed from the web stream (www.Dispose() gets called implicitly)
        }
Esempio n. 3
0
 /// <summary>
 /// Loads a model from Wayfair and adds it to scene
 /// </summary>
 /// <param name="modelUrl">Model URL - The URL of the model file</param>
 /// <param name="attachTo">Attach to - The GameObject you want to attach this model to in your scene</param>
 /// <param name="loadingAnimator">Loading animator - The loading animator to show download progress of the model</param>
 /// <param name="callback">Callback - Callback that is called when model loading is done</param>
 public void LoadModel(string modelUrl, GameObject attachTo, LoadingAnimator loadingAnimator, PostLoadCallback callback)
 {
     StartCoroutine(DownloadAndCacheModel(modelUrl, attachTo, loadingAnimator, callback));
 }