Esempio n. 1
0
 public void OnEnable()
 {
     slot = target as SlotDataAsset;
     #pragma warning disable 618
     if (slot.meshData != null)
     {
         //if (slot.meshData.rootBoneHash != null)
         //{
         //    umaBoneData = GetTransformsInPrefab(slot.meshData.rootBone);
         //}
         //else
         //{
             umaBoneData = new Transform[0];
         //}
     }
     #if !UMA2_LEAN_AND_CLEAN
     else  if (slot.meshRenderer != null)
     {
         umaBoneData = GetTransformsInPrefab(slot.meshRenderer.rootBone);
     }
     #endif
     else
     {
         umaBoneData = new Transform[0];
     }
     #pragma warning restore 618
 }
Esempio n. 2
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	public override void AddSlotAsset(SlotDataAsset slot)
	{
		ValidateDictionary();
		if (slotDictionary.ContainsKey(slot.nameHash))
		{
			for (int i = 0; i < slotElementList.Length; i++)
			{
				if (slotElementList[i].slotName == slot.slotName)
				{
					slotElementList[i] = slot;
					break;
				}
			}
		}
		else
		{
			var list = new SlotDataAsset[slotElementList.Length + 1];
			for (int i = 0; i < slotElementList.Length; i++)
			{
				list[i] = slotElementList[i];
			}
			list[list.Length - 1] = slot;
			slotElementList = list;
		}
		slotDictionary[slot.nameHash] = slot;
	}
        /// <summary>
        /// Instantiate a slot by name.
        /// </summary>
        /// <returns>The slot.</returns>
        /// <param name="name">Name.</param>
        public override SlotData InstantiateSlot(string name)
        {
#if SUPER_LOGGING
            Debug.Log("Instantiating slot: " + name);
#endif
            SlotDataAsset source = UMAAssetIndexer.Instance.GetAsset <SlotDataAsset>(name);
            if (source == null)
            {
                throw new UMAResourceNotFoundException("UMAGlobalContext: Unable to find SlotDataAsset: " + name);
            }
            return(new SlotData(source));
        }
Esempio n. 4
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 /// <summary>
 /// Constructor for slot using the given asset.
 /// </summary>
 /// <param name="asset">Asset.</param>
 public SlotData(SlotDataAsset asset)
 {
     this.asset = asset;
     if (asset)
     {
         overlayScale  = asset.overlayScale;
         rendererAsset = asset.RendererAsset;
     }
     else
     {
         overlayScale = 1.0f;
     }
 }
Esempio n. 5
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 public void Assign(SlotDataAsset source)
 {
     slotName           = source.slotName;
     nameHash           = source.nameHash;
     material           = source.material;
     overlayScale       = source.overlayScale;
     animatedBoneNames  = source.animatedBoneNames;
     animatedBoneHashes = source.animatedBoneHashes;
     meshData           = source.meshData;
     subMeshIndex       = source.subMeshIndex;
     slotGroup          = source.slotGroup;
     tags = source.tags;
 }
Esempio n. 6
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	private SlotDataAsset[] GetSlotDataAssetArray()
	{

		int arrayCount = m_SlotDataAssetCount.intValue;
		SlotDataAsset[] SlotDataAssetArray = new SlotDataAsset[arrayCount];

		for (int i = 0; i < arrayCount; i++)
		{

			SlotDataAssetArray[i] = m_Object.FindProperty(string.Format(kArrayData, i)).objectReferenceValue as SlotDataAsset;

		}
		return SlotDataAssetArray;

	}
        private void CreatePoseSet(string fileName)
        {
            SlotDataAsset sda = CustomAssetUtility.CreateAsset <SlotDataAsset>("", false, fileName + "_Slot", false);

            sda.slotName = sda.name;
            sda.nameHash = UMAUtils.StringToHash(sda.slotName);

            DynamicDNAConverterController ddcc = UMA.CustomAssetUtility.CreateAsset <DynamicDNAConverterController>("", false, fileName + "_Controller", false);

            sda.slotDNA = ddcc;


            DynamicUMADnaAsset duda = UMA.CustomAssetUtility.CreateAsset <DynamicUMADnaAsset>("", false, fileName + "_DNAAsset", false);

            ddcc.DNAAsset = duda;

            UMABonePose bp = UMA.CustomAssetUtility.CreateAsset <UMABonePose>("", true, fileName + "_Pose", false);
            BonePoseDNAConverterPlugin bpdcp = (BonePoseDNAConverterPlugin)ddcc.AddPlugin(typeof(BonePoseDNAConverterPlugin));

            bpdcp.poseDNAConverters.Add(new BonePoseDNAConverterPlugin.BonePoseDNAConverter());
            bpdcp.poseDNAConverters[0].poseToApply        = bp;
            bpdcp.poseDNAConverters[0].startingPoseWeight = 1.0f;


            EditorUtility.SetDirty(sda);
            EditorUtility.SetDirty(ddcc);
            EditorUtility.SetDirty(duda);
            EditorUtility.SetDirty(bp);
            EditorUtility.SetDirty(bpdcp);
            if (addToLibrary)
            {
                UMAAssetIndexer.Instance.EvilAddAsset(typeof(SlotDataAsset), sda);
                UMAAssetIndexer.Instance.EvilAddAsset(typeof(DynamicUMADnaAsset), duda);
                EditorUtility.SetDirty(UMAAssetIndexer.Instance);
            }

            if (createWardrobeRecipe)
            {
                string            path = CustomAssetUtility.GetAssetPathAndName <UMAWardrobeRecipe>(fileName, false);
                UMAWardrobeRecipe uwr  = UMAEditorUtilities.CreateRecipe(path, sda, null, fileName, addToLibrary);
                uwr.compatibleRaces = new List <string>();
                uwr.wardrobeSlot    = "Physique";
                uwr.compatibleRaces.Add(raceNames[selectedRace]);
                EditorUtility.SetDirty(uwr);
            }

            AssetDatabase.SaveAssets();
        }
Esempio n. 8
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 /// <summary>
 /// Constructor for slot using the given asset.
 /// </summary>
 /// <param name="asset">Asset.</param>
 public SlotData(SlotDataAsset asset)
 {
     this.asset = asset;
     if (asset)
     {
         tags          = asset.tags;
         Races         = asset.Races;
         overlayScale  = asset.overlayScale;
         rendererAsset = asset.RendererAsset;
     }
     else
     {
         tags         = new string[0];
         overlayScale = 1.0f;
     }
     if (Races == null)
     {
         Races = new string[0];
     }
 }
        public void Initialize()
        {
            SlotDataAsset slot = asset;

            if (slot == null)
            {
                _triangleFlags = null;
                return;
            }

            if (slot.meshData == null)
            {
                return;
            }

            _triangleFlags = new BitArray[slot.meshData.subMeshCount];
            for (int i = 0; i < slot.meshData.subMeshCount; i++)
            {
                _triangleFlags[i] = new BitArray(slot.meshData.submeshes[i].triangles.Length / 3);
            }
        }
        public static string GetEvilName(Object o)
        {
            if (!o)
            {
                return("<Not Found!>");
            }
            if (o is SlotDataAsset)
            {
                SlotDataAsset sd = o as SlotDataAsset;
                return(sd.slotName);
            }
            if (o is OverlayDataAsset)
            {
                OverlayDataAsset od = o as OverlayDataAsset;
                return(od.overlayName);
            }
            if (o is RaceData)
            {
                return((o as RaceData).raceName);
            }

            return(o.name);
        }
Esempio n. 11
0
 /// <summary>
 /// Constructor for slot using the given asset.
 /// </summary>
 /// <param name="asset">Asset.</param>
 public SlotData(SlotDataAsset asset)
 {
     this.asset    = asset;
     overlayScale  = asset.overlayScale;
     rendererAsset = asset.RendererAsset;
 }
Esempio n. 12
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 /// <summary>
 /// Add a slot asset to the context.
 /// </summary>
 /// <param name="slot">New slot asset.</param>
 public void AddSlotAsset(SlotDataAsset slot)
 {
     slotLibrary.AddSlotAsset(slot);
 }
Esempio n. 13
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 /// <summary>
 /// Constructor for slot using the given asset.
 /// </summary>
 /// <param name="asset">Asset.</param>
 public SlotData(SlotDataAsset asset)
 {
     this.asset   = asset;
     overlayScale = asset.overlayScale;
 }
Esempio n. 14
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        /// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, item.tempAsset.GetType().ToString());
                    if (item.tempAsset.GetType() == typeof(RaceData))
                    {
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (item.tempAsset.GetType() == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (item.tempAsset.GetType() == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (item.tempAsset.GetType() == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.tempAsset.GetType() == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, item.tempAsset.GetType());
                        var downloadedAssetArray = Array.CreateInstance(item.tempAsset.GetType(), 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }
        public void Complete()
        {
            bool stripUmaMaterials = UMAEditorUtilities.StripUMAMaterials();

            try
            {
                LogText("");
                LogText("****************************************************");
                LogText("Generating from recipes: " + DateTime.Now.ToString());
                LogText("****************************************************");
                LogText("");
                bool   IncludeRecipes          = UMAEditorUtilities.GetConfigValue(UMAEditorUtilities.ConfigToggle_IncludeRecipes, false);
                bool   IncludeOthers           = UMAEditorUtilities.GetConfigValue(UMAEditorUtilities.ConfigToggle_IncludeOther, false);
                string DefaultAddressableLabel = UMAEditorUtilities.GetDefaultAddressableLabel();

                RecipeExtraLabels = new Dictionary <string, List <string> >();

                var WardrobeCollections = UMAAssetIndexer.Instance.GetAllAssets <UMAWardrobeCollection>();
                foreach (var wc in WardrobeCollections)
                {
                    if (wc == null)
                    {
                        continue;
                    }
                    string        label   = wc.AssignedLabel;
                    List <string> recipes = wc.wardrobeCollection.GetAllRecipeNamesInCollection();
                    foreach (string recipe in recipes)
                    {
                        if (RecipeExtraLabels.ContainsKey(recipe) == false)
                        {
                            RecipeExtraLabels.Add(recipe, new List <string>());
                        }
                        RecipeExtraLabels[recipe].Add(label);
                    }
                }

                float pos = 0.0f;
                float inc = 1.0f / Recipes.Count;
                foreach (UMAPackedRecipeBase uwr in Recipes)
                {
                    List <string> ExtraLabels = new List <string>();

                    if (RecipeExtraLabels.ContainsKey(uwr.name))
                    {
                        ExtraLabels = RecipeExtraLabels[uwr.name];
                    }

                    LogText("");
                    LogText("Processing recipe: " + uwr.name + " Label: " + uwr.AssignedLabel);

                    EditorUtility.DisplayProgressBar("Generating", "processing recipe: " + uwr.name, pos);
                    List <AssetItem> items = Index.GetAssetItems(uwr, true);
                    foreach (AssetItem ai in items)
                    {
                        if (AddressableItems.ContainsKey(ai) == false)
                        {
                            AddressableItems.Add(ai, new List <string>());
                            AddressableItems[ai].Add(DefaultAddressableLabel);
                        }
                        AddressableItems[ai].Add(uwr.AssignedLabel);
                        AddressableItems[ai].AddRange(ExtraLabels);
                    }
                    if (IncludeRecipes)
                    {
                        AssetItem RecipeItem = UMAAssetIndexer.Instance.GetRecipeItem(uwr);
                        if (AddressableItems.ContainsKey(RecipeItem) == false)
                        {
                            AddressableItems.Add(RecipeItem, new List <string>());
                            AddressableItems[RecipeItem].Add(DefaultAddressableLabel);
                        }
                        AddressableItems[RecipeItem].Add(uwr.AssignedLabel);
                        AddressableItems[RecipeItem].Add("UMA_Recipes");
                        AddressableItems[RecipeItem].AddRange(ExtraLabels);
                    }
                    pos += inc;
                }


                if (IncludeOthers)
                {
                    AddAssetItems(typeof(RaceData), DefaultAddressableLabel);
                    AddAssetItems(typeof(RuntimeAnimatorController), DefaultAddressableLabel);
                    AddAssetItems(typeof(TextAsset), DefaultAddressableLabel);
                    AddAssetItems(typeof(DynamicUMADnaAsset), DefaultAddressableLabel);
                }


                // Create the shared group that has each item packed separately.
                AddressableAssetGroup sharedGroup = AddressableUtility.AddressableSettings.FindGroup(SharedGroupName);
                if (sharedGroup == null)
                {
                    sharedGroup = AddressableUtility.AddressableSettings.CreateGroup(SharedGroupName, false, false, true, AddressableUtility.AddressableSettings.DefaultGroup.Schemas);
                    sharedGroup.GetSchema <BundledAssetGroupSchema>().BundleMode = BundledAssetGroupSchema.BundlePackingMode.PackSeparately;
                }

                pos = 0.0f;
                inc = 1.0f / AddressableItems.Count;

                StringBuilder sb = new StringBuilder();
                foreach (AssetItem ai in AddressableItems.Keys)
                {
                    if (!ai.Item)
                    {
                        Debug.LogError($"Asset \"{ai._Name}\" of type \"{ai._Type}\" doesn't exist anymore - did it get deleted?");
                        continue;
                    }
                    ai.IsAddressable      = true;
                    ai.AddressableAddress = ""; // let the system assign it if we are generating.
                    ai.AddressableGroup   = sharedGroup.name;
                    EditorUtility.DisplayProgressBar("Generating", "Processing Asset: " + ai.Item.name, pos);

                    sb.Clear();
                    foreach (string s in AddressableItems[ai])
                    {
                        sb.Append(s);
                        sb.Append(';');
                    }
                    ai.AddressableLabels = sb.ToString();

                    bool found = AssetDatabase.TryGetGUIDAndLocalFileIdentifier(ai.Item.GetInstanceID(), out string itemGUID, out long localID);

                    UMAAddressablesSupport.Instance.AddItemToSharedGroup(itemGUID, ai.AddressableAddress, AddressableItems[ai], sharedGroup);

                    if (ai._Type == typeof(SlotDataAsset) && stripUmaMaterials)
                    {
                        SlotDataAsset sda = ai.Item as SlotDataAsset;
                        if (sda == null)
                        {
                            Debug.Log("Invalid Slotdata in recipe: " + ai._Name + ". Skipping.");
                            continue;
                        }
                        if (sda.material != null)
                        {
                            if (ClearMaterials)
                            {
                                sda.materialName = sda.material.name;
                                sda.material     = null;
                                EditorUtility.SetDirty(sda);
                            }
                            else
                            {
                                if (sda.material == null)
                                {
                                    sda.material = Index.GetAsset <UMAMaterial>(sda.materialName);
                                    EditorUtility.SetDirty(sda);
                                }
                            }
                        }
                    }
                    if (ai._Type == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset od = ai.Item as OverlayDataAsset;
                        if (od == null)
                        {
                            Debug.Log("Invalid overlay in recipe: " + ai._Name + ". Skipping.");
                            continue;
                        }
                        if (od.material != null)
                        {
                            if (ClearMaterials)
                            {
                                od.materialName = od.material.name;
                                od.material     = null;
                                EditorUtility.SetDirty(od);
                            }
                            else
                            {
                                if (od.material == null)
                                {
                                    od.material = Index.GetAsset <UMAMaterial>(od.materialName);
                                    EditorUtility.SetDirty(od);
                                }
                            }
                        }
#if INCL_TEXTURE2D
                        foreach (Texture tex in od.textureList)
                        {
                            if (tex == null)
                            {
                                continue;
                            }
                            if (tex as Texture2D == null)
                            {
                                Debug.Log("Texture is not Texture2D!!! " + tex.name);
                                continue;
                            }
                            string path    = AssetDatabase.GetAssetPath(tex.GetInstanceID());
                            string Address = "Texture2D-" + tex.name + "-" + path.GetHashCode();

                            found = AssetDatabase.TryGetGUIDAndLocalFileIdentifier(tex.GetInstanceID(), out string texGUID, out long texlocalID);
                            if (found)
                            {
                                UMAAddressablesSupport.Instance.AddItemToSharedGroup(texGUID, AssetItem.AddressableFolder + Address, AddressableItems[ai], sharedGroup);
                            }
                        }
#endif
                    }
                    pos += inc;
                }

                UMAAddressablesSupport.Instance.AssignAddressableInformation();

                Type[] types = Index.GetTypes();

                foreach (Type t in types)
                {
                    UMAAddressablesSupport.Instance.ReleaseReferences(t);
                }

                UMAAddressablesSupport.Instance.CleanupAddressables(true);
            }
            finally
            {
                EditorUtility.ClearProgressBar();
                UMAAssetIndexer.Instance.ForceSave();
            }
        }
Esempio n. 16
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 public virtual void AddSlotAsset(SlotDataAsset slot)
 {
     throw new NotFiniteNumberException();
 }
Esempio n. 17
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        public static void SaveAsRecipe()
        {
            SlotDataAsset    sd = null;
            OverlayDataAsset od = null;

            foreach (UnityEngine.Object obj in Selection.objects)
            {
                // Make sure it's in the project, not the hierarchy.
                // Not sure how we would ever have Slots and Overlays in the hierarchy though.
                if (AssetDatabase.Contains(obj))
                {
                    if (obj is SlotDataAsset)
                    {
                        sd = obj as SlotDataAsset;
                    }
                    if (obj is OverlayDataAsset)
                    {
                        od = obj as OverlayDataAsset;
                    }
                }
            }

            if (sd == null)
            {
                EditorUtility.DisplayDialog("Notice", "A SlotDataAsset must be selected in the project view", "Got it");
                return;
            }

            string assetPath = AssetDatabase.GetAssetPath(sd.GetInstanceID());
            string path      = Path.GetDirectoryName(assetPath);
            string AssetName = Path.GetFileNameWithoutExtension(assetPath);

            if (AssetName.ToLower().Contains("_slot"))
            {
                AssetName = Regex.Replace(AssetName, "_slot", "_Recipe", RegexOptions.IgnoreCase);
            }
            else
            {
                AssetName += "_Recipe";
            }
            assetPath = Path.Combine(path, AssetName + ".asset");

            bool doCreate = false;

            if (File.Exists(assetPath))
            {
                if (EditorUtility.DisplayDialog("File Already Exists!", "An asset at that location already exists! Overwrite it?", "Yes", "Cancel"))
                {
                    doCreate = true;
                }
            }
            else
            {
                doCreate = true;
            }

            if (doCreate)
            {
                CreateRecipe(assetPath, sd, od, sd.name, true);
                Debug.Log("Recipe created at: " + assetPath);
            }
        }
Esempio n. 18
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	private void SetSlotDataAsset(int index, SlotDataAsset slotElement)
	{
		m_Object.FindProperty(string.Format(kArrayData, index)).objectReferenceValue = slotElement;
		isDirty = true;
	}
Esempio n. 19
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	private void AddSlotDataAsset(SlotDataAsset slotElement)
	{
		m_SlotDataAssetCount.intValue++;
		SetSlotDataAsset(m_SlotDataAssetCount.intValue - 1, slotElement);
	}
Esempio n. 20
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	public virtual void AddSlotAsset(SlotDataAsset slot) { throw new NotFiniteNumberException(); }
Esempio n. 21
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	private void RemoveInvalidSlotDataAsset(SlotDataAsset[] slotElementList)
	{
		for (int i = m_SlotDataAssetCount.intValue - 1; i >= 0; i--)
		{
			if (slotElementList[i] == null)
			{
				RemoveSlotDataAssetAtIndex(i);
			}
		}
	}
Esempio n. 22
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 /// <summary>
 /// Add a slot asset to the context.
 /// </summary>
 /// <param name="slot">New slot asset.</param>
 public abstract void AddSlotAsset(SlotDataAsset slot);
 /// <summary>
 /// Add a slot asset to the context.
 /// </summary>
 /// <param name="slot">New slot asset.</param>
 public override void AddSlotAsset(SlotDataAsset slot)
 {
     UMAAssetIndexer.Instance.AddAsset(typeof(SlotDataAsset), slot.slotName, "", slot);
 }
Esempio n. 24
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        /// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var assetType = item.tempAsset.GetType();
                    //deal with RuntimeAnimatorController funkiness
                    //the actual type of an instantiated clone of a RuntimeAnimatorController in the editor is UnityEditor.Animations.AnimatorController
                    if (assetType.ToString().IndexOf("AnimatorController") > -1)
                    {
                        assetType = typeof(RuntimeAnimatorController);
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, assetType.ToString());
                    if (assetType == typeof(RaceData))
                    {
                        //HACK TO FIX RACEDATA DYNAMICDNACONVERTERS DYNAMICDNA ASSETS CAUSING LOAD FAILURES in UNITY 5.5+
                        //As of Unity 5.5 a bug has reappeared when loading some types of assets that reference assets in other bundles.
                        //AssetBundleManager successfully ensures these required bundles are loaded first, but even so Unity fils to load
                        //the required asset from them in some cases, notably it seems when the required asset is set in the field of a Prefab (like our DNAAssets are)
                        //To fix this generally we could 'LoadAllAssets' from any dependent bundles, but this could incur significant memory overhead
                        //So for now we will just fix this for UMA and hope a patch is forthcoming in a subsequent version of Unity
                        if (AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle).Length > 0)
                        {
                            var allDeps = AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle);
                            for (int i = 0; i < allDeps.Length; i++)
                            {
                                string            depsError  = "";
                                LoadedAssetBundle depsBundle = AssetBundleManager.GetLoadedAssetBundle(allDeps[i], out depsError);
                                if (String.IsNullOrEmpty(depsError) && depsBundle != null)
                                {
                                    depsBundle.m_AssetBundle.LoadAllAssets <DynamicUMADnaAsset>();
                                }
                            }
                        }
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (assetType == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (assetType == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (assetType == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (assetType == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, assetType);
                        var downloadedAssetArray = Array.CreateInstance(assetType, 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }