public override void OnLoad() { AssetBundle ab = LoadAssets.LoadBundle(this, "cinderblocks.unity3d"); GameObject original = ab.LoadAsset <GameObject>("cinderblock.prefab"); _block = GameObject.Instantiate <GameObject>(original); _block.name = "cinder block"; _block.tag = "PART"; _block.layer = LayerMask.NameToLayer("Parts"); _block.GetComponent <Rigidbody>().isKinematic = true; GameObject.Destroy(original); ab.Unload(false); // Load save CinderBlocksSaveData data = CinderBlocksSaveData.Deserialize <CinderBlocksSaveData>(CinderBlocksSaveData.SavePath); for (int i = 0; i < data.Pos.Count; ++i) { GameObject cinderblock = GameObject.Instantiate <GameObject>(_block); cinderblock.transform.position = data.Pos[i]; cinderblock.transform.rotation = data.Rot[i]; } // Initialize if (data.Pos.Count <= 0) { InitSpawn(); } }
/// <summary> /// Occurs on game load. /// </summary> public override void OnLoad() { // Written, 18.10.2018 // Called once, when mod is loading after game is fully loaded // Creating truck engine object. NOTE Mod-API excepts the gameobject to have both a rigidbody and a collider attached before passing the reference. GameObject truckEngineGo = LoadAssets.LoadOBJ(this, @"truck_engine.obj", rigidbody: true); truckEngineGo.name = "Truck Engine"; // Loading and assigning the texture for the object. Texture2D engineTexture = LoadAssets.LoadTexture(this, "Truck_Engine_Texture.png"); truckEngineGo.GetComponent <Renderer>().material.mainTexture = engineTexture; GameObject parent = GameObject.Find("SATSUMA(557kg, 248)"); // Creating trigger for truck engine. and assigning the local location and scale of the trigger related to the parent. (in this case the satsuma). Trigger trigger = new Trigger("TruckEngineTrigger", parent, new Vector3(0.0f, 1.3f, -0.3f), Quaternion.Euler(0, 0, 0), new Vector3(1f, 1f, 1f), false); // Creating a new instance of the truckengine. this.truckEngine = new TruckEngine( this.loadSaveData(), // The save data, as this is null, default save info will always be loaded. truckEngineGo, // The instance of the part to create. parent, // The parent for the part; the gameobject the part installs to. trigger, // The trigger for the part. new Vector3(0.0f, 0.63f, 1.5f), // The installed-position new Quaternion(0, 90, 90, 0)); // The installed-rotation ModConsole.Print(string.Format("{0} v{1}: Loaded.", this.Name, this.Version)); }
public override void OnLoad() { AssetBundle ab = LoadAssets.LoadBundle(this, "reflections"); //cube = ab.LoadAsset<GameObject>("Cube"); //Player_pos = GameObject.Find("PLAYER").transform.position; GameObject.Destroy(GameObject.Find("MAP").transform.GetChild(10).GetChild(2).GetComponents <Component>()[3]); GameObject.Destroy(GameObject.Find("MAP").transform.GetChild(9).GetComponents <Component>()[2]); GameObject.Destroy(GameObject.Find("RefProbeGarage")); //cube.tag = "PART"; //cube.layer = LayerMask.NameToLayer("Parts"); /* * for (int i = 0; i < 32; i++) * { * ModConsole.Print(LayerMask.LayerToName(i) + " " + i); * } */ reflections = ab.LoadAsset <GameObject>("Reflections"); for (int i = 0; i < reflections.transform.childCount; i++) { reflections.transform.GetChild(i).gameObject.AddComponent <ReflectionUpdate>(); } GameObject.Instantiate(reflections, new Vector3(0, 0, 0), new Quaternion(0, 0, 0, 0)); //GameObject.Destroy(GameObject.Find("Reflections(Clone)")); ab.Unload(false); ModConsole.Print("Reflections Plugin was loaded."); }
private void Waiting2r() { Thread.Sleep(20000); Mesh mesh = LoadAssets.LoadOBJMesh(this, "tire_rally.obj"); Texture2D mainTexture = LoadAssets.LoadTexture(this, "tires_rally.dds", false); GameObject[] array = GameObject.FindObjectsOfType <GameObject>(); for (int i = 0; i < array.Length; i++) { GameObject gameObject = array[i]; if (gameObject.name == "TireRally(Clone)") { gameObject.GetComponent <MeshFilter>().mesh = (mesh); gameObject.GetComponent <MeshRenderer>().material.mainTexture = (mainTexture); } } if (GameObject.Find("wheel rally fl(Clone)").activeSelf) { this.FLRIM = GameObject.Find("wheel rally fl(Clone)"); this.FRRIM = GameObject.Find("wheel rally fr(Clone)"); this.RLRIM = GameObject.Find("wheel rally rl(Clone)"); this.RRRIM = GameObject.Find("wheel rally rr(Clone)"); Mesh mesh2 = LoadAssets.LoadOBJMesh(this, "rim_rally.obj"); this.FLRIM.transform.GetComponent <MeshFilter>().mesh = (mesh2); this.FRRIM.transform.GetComponent <MeshFilter>().mesh = (mesh2); this.RLRIM.transform.GetComponent <MeshFilter>().mesh = (mesh2); this.RRRIM.transform.GetComponent <MeshFilter>().mesh = (mesh2); } }
public void LoadPlayerFromAssetBundle() { LoadAssets loader = GetComponent <LoadAssets>(); StartCoroutine(loader.InstantiateGameObjectAsync(assetBundleName, assetName)); //this.gameObject.SetActive(false); }
void Update() { if (loadingList.Count > 0) { for (int i = 0; i < loadingList.Count; i++) { if (loadingList[i].IsDone) { LoadAssets loadAssets = loadingList[i]; for (int j = 0; j < loadAssets.Listeners.Count; j++) { loadAssets.Listeners[j].OnLoaded(loadAssets.AssetPath, loadAssets.GetAsset); } //添加到已经加载的字典里 loadedAssets.Add(loadAssets.AssetPath, loadAssets.GetAsset); //从正在加载列表里移除 loadingList.RemoveAt(i); } } } while (waitingQueue.Count > 0 && loadingList.Count < 5) { LoadAssets loadAssets = waitingQueue.Dequeue(); loadingList.Add(loadAssets); loadAssets.LoadAsync(); } }
public override void OnLoad() { PLAYER = GameObject.Find("PLAYER"); foodInteraction = PLAYER.AddComponent <InteractionRaycast>(); PLAYER.AddComponent <PlayerFoodSystems>(); GUIuse = PlayMakerGlobals.Instance.Variables.GetFsmBool("GUIuse"); //delet zone over AssetBundle ab = LoadAssets.LoadBundle(this, "foodoverhaul.unity3d"); GameObject peas = ab.LoadAsset("canned pea soup.prefab") as GameObject; GameObject fishsticc = ab.LoadAsset("fish sticks.prefab") as GameObject; GameObject colabruh = ab.LoadAsset("cola.prefab") as GameObject; GameObject sodabruh = ab.LoadAsset("soda.prefab") as GameObject; ab.Unload(false); GameObject peasbruh = GameObject.Instantiate(peas); LoadAssets.MakeGameObjectPickable(peasbruh); GameObject fishsticks = GameObject.Instantiate(fishsticc); LoadAssets.MakeGameObjectPickable(fishsticks); GameObject cola = GameObject.Instantiate(colabruh); LoadAssets.MakeGameObjectPickable(cola); GameObject soda = GameObject.Instantiate(sodabruh); LoadAssets.MakeGameObjectPickable(soda); }
private void _initShop() { // Load the lightbulb box GameObject original = LoadAssets.LoadOBJ(this, "model\\box.obj", false, false); original.name = "new_lightbulb"; original.GetComponent <MeshRenderer>().material.mainTexture = LoadAssets.LoadTexture(this, "model\\box_d.png"); AudioSource audio = original.AddComponent <AudioSource>(); audio.clip = GameObject.Find("cash_register_2").GetComponent <AudioSource>().clip; audio.transform.parent = original.transform; audio.spatialBlend = 1.0f; audio.maxDistance = 10.0f; GameObject fBox = GameObject.Instantiate <GameObject>(original); original.transform.position = _teimoPos; original.transform.rotation = Quaternion.Euler(0.0f, 180.0f, 0.0f); MeshCollider coll = original.AddComponent <MeshCollider>(); coll.name = "replace lightbulb (300mk)(Clone)"; coll.convex = true; coll.isTrigger = true; _boxColliderTeimo = coll; fBox.transform.position = _fleetariPos; coll = fBox.AddComponent <MeshCollider>(); coll.name = "replace lightbulb (300mk)(Clone)"; coll.convex = true; coll.isTrigger = true; _boxColliderFleetari = coll; }
public override void OnLoad() { // Called once, when mod is loading after game is fully loaded AssetBundle ab = LoadAssets.LoadBundle(this, "missionpassed.unity3d"); GameObject missionPassedSourcePrefab = ab.LoadAsset <GameObject>("MissionPassedPlayer.prefab"); GameObject missionPassedSource = GameObject.Instantiate(missionPassedSourcePrefab); missionPassedSource.transform.parent = GameObject.Find("PLAYER").transform; missionPassedSource.transform.localPosition = Vector3.zero; source = missionPassedSource.GetComponent <AudioSource>(); GameObject newMissionPassed = GameObject.Instantiate(GameObject.Find("GUI").transform.Find("Indicators/Subtitles").gameObject); Object.Destroy(newMissionPassed.GetComponent <PlayMakerFSM>()); newMissionPassed.transform.parent = GameObject.Find("GUI").transform.Find("Indicators"); newMissionPassed.transform.localPosition = new Vector3(0, 7.7f, 0); newMissionPassed.name = "MisionPassed"; mainText = newMissionPassed.GetComponent <TextMesh>(); mainText.anchor = TextAnchor.MiddleCenter; mainText.alignment = TextAlignment.Center; mainText.characterSize = 0.2f; ab.Unload(false); ResetText(); money = PlayMakerGlobals.Instance.Variables.GetFsmFloat("PlayerMoney"); lastMoneyValue = money.Value; }
/// <summary> /// 异步加载 /// </summary> /// <param name="assetPath">资源路径</param> /// <param name="assetType">资源类型</param> /// <param name="listener">回调</param> private void LoadAsync(string assetPath, Type assetType, IResourceListener listener) { //正在被加载,还没加载完成 foreach (LoadAssets item in loadingList) { if (item.AssetPath == assetPath) { item.AddListener(listener); return; } } //等待的队列里面有 foreach (LoadAssets item in waitingQueue) { if (item.AssetPath == assetPath) { item.AddListener(listener); return; } } //都没有 先创建 LoadAssets loadAssets = new LoadAssets(); loadAssets.AssetPath = assetPath; loadAssets.AssetType = assetType; loadAssets.AddListener(listener); //添加到等待队列 waitingQueue.Enqueue(loadAssets); }
void Start() { loadAssets = GetComponent <LoadAssets>(); foreach (KeyValuePair <string, int> selectionType in currentIndex) { SetSelectionText(selectionType.Key, loadAssets.GetName(selectionType.Key, currentIndex[selectionType.Key])); } }
void Start() { loadAssets = FindObjectOfType <LoadAssets>(); rend = GetComponent <Renderer>(); microphoneInput = FindObjectOfType <MicrophoneInput>(); StartCoroutine(CoBlink()); StartCoroutine(CoFrameChangeChecker()); }
// 结束加载和更新程序 public void startAnimEnd() { if (_loadassets != null) { _loadassets.clear(); Destroy(_loadassets.MyGameObj); _loadassets = null; } }
void Start() { audioSource = GetComponent <AudioSource>(); rend = GetComponent <Renderer>(); textureHandler = FindObjectOfType <TextureHandler>(); loadAssets = FindObjectOfType <LoadAssets>(); StartCoroutine(CoRecordingRestarter()); }
void ThrowEvent() { transform.SetParent(null); LoadAssets.MakeGameObjectPickable(gameObject); rigidbody.isKinematic = false; transform.localPosition = Camera.main.transform.position + new Vector3(0, -0.1f, 0); MasterAudio.PlaySound3DAndForget("Burb", transform, false, 1f, null, 0f, "burb01"); rigidbody.AddForce(Camera.main.transform.forward * 150); gameObject.name = "empty(Clone)"; enabled = false; }
private void showLoadAnim() { GameObject gameObj = GameObject.Find("UILoadAssets"); if (gameObj == null) { GameObject showObj = (GameObject)Resources.Load("UILoadAssets"); gameObj = (GameObject)Instantiate(showObj); } _loadassets = gameObj.GetComponent <LoadAssets>(); _loadassets.init(this); }
public override void OnLoad() { AssetBundle ab = LoadAssets.LoadBundle(this, "jailtv"); GameObject TV = GameObject.Instantiate(ab.LoadAsset <GameObject>("TV.prefab")); TV.transform.position = new Vector3(-656.575f, 4.8975f, -1152.41f); TV.transform.eulerAngles = new Vector3(270f, 0f, 0f); TV.transform.localScale = Vector3.one; PlayMakerFSM FSM = GameObject.Find("Systems").transform.Find("PlayerWanted").GetComponent <PlayMakerFSM>(); TV.transform.SetParent(FSM.FsmVariables.GetFsmGameObject("Spawn").Value.transform.root); }
internal static AssetBundle LoadAssetBundle(Mod mod, string fileName) { try { return(LoadAssets.LoadBundle(mod, fileName)); } catch (Exception ex) { string message = String.Format("AssetBundle file '{0}' could not be loaded", fileName); ModConsole.Error(message); ModUI.ShowYesNoMessage(message + "\n\nClose Game? - RECOMMENDED", ExitGame); } return(null); }
public override void OnLoad() { try { // Load assets AssetBundle ab = LoadAssets.LoadBundle(this, "floodlight.unity3d"); GameObject origLight = ab.LoadAsset <GameObject>("floodlight.prefab"); _light = GameObject.Instantiate <GameObject>(origLight); _light.name = "floodlight(Clone)"; _light.layer = LayerMask.NameToLayer("Parts"); _light.tag = "PART"; FloodlightBehaviour comp = _light.AddComponent <FloodlightBehaviour>(); comp.UseBattery = UseBattery; comp.Flicker = EnableFlicker; comp.Unbreakable = Unbreakable; GameObject origBox = ab.LoadAsset <GameObject>("lightbulb_box.prefab"); _box = GameObject.Instantiate <GameObject>(origBox); GameObject.Destroy(origLight); GameObject.Destroy(origBox); ab.Unload(false); // Initialize objects InitShop(); // Load save FloodlightSaveData data = FloodlightSaveData.Deserialize <FloodlightSaveData>(FloodlightSaveData.SavePath); _light.GetComponent <FloodlightBehaviour>().Load(data); for (int i = 0; i < data.BulbPos.Count; ++i) { GameObject box = GameObject.Instantiate <GameObject>(_box); box.transform.position = data.BulbPos[i]; box.transform.rotation = data.BulbRot[i]; LightbulbBoxBehaviour c = box.AddComponent <LightbulbBoxBehaviour>(); c.ShopList = _list; c.Activate(); c.SetBought(); } // Set up command ConsoleCommand.Add(new FloodlightCommand(_light)); } catch (Exception ex) { ModConsole.Error(ex.ToString()); } }
void TakeOutItem() { if (amount > 0) { GameObject instantiatedObject = GameObject.Instantiate(item) as GameObject; instantiatedObject.transform.position = gameObject.transform.position; LoadAssets.MakeGameObjectPickable(instantiatedObject); amount -= 1; } else { gameObject.name = "empty(Clone)"; enabled = false; } }
// Called when mod is loading public override void OnLoad() { Keybind.Add(this, _wristwatchKey); // load bundle var ab = LoadAssets.LoadBundle(this, "wrist_watch.unity3d"); _WRISTWATCH = UnityEngine.Object.Instantiate <GameObject>(ab.LoadAsset <GameObject>("hand_left")); _WRISTWATCH.name = "Wristwatch"; _ARM = _WRISTWATCH.transform.GetChild(0).gameObject; _needleHours = _ARM.transform.GetChild(0).gameObject.transform.GetChild(1).gameObject; _needleMinutes = _ARM.transform.GetChild(0).gameObject.transform.GetChild(2).gameObject; ab.Unload(false); }
public override void OnLoad() { PLAYER = GameObject.Find("PLAYER"); boltInteraction = PLAYER.AddComponent <BSFDinteraction>(); AssetBundle ab = LoadAssets.LoadBundle(this, "bsfd.unity3d"); GameObject boltboxtest = ab.LoadAsset("boltbox.prefab") as GameObject; GameObject parts = ab.LoadAsset("PARTS.prefab") as GameObject; GameObject st = ab.LoadAsset("StressTest.prefab") as GameObject; GameObject box = GameObject.Instantiate(boltboxtest); GameObject paarts = GameObject.Instantiate(parts); box.transform.position = new Vector3(2.98f, 0.6999f, 0.96f); ab.Unload(false); }
public override void OnLoad() { AssetBundle AB = LoadAssets.LoadBundle(this, "mscminimap"); GameObject Prefab = AB.LoadAsset <GameObject>("MINIMAPOBJECTS.prefab"); MiniMAP = GameObject.Instantiate <GameObject>(Prefab); GameObject.Destroy(Prefab); PLAYER = GameObject.Find("PLAYER").transform; MiniMAPCamera = MiniMAP.transform.Find("MAPCAMERA"); GUI = GameObject.Find("GUI").transform; MiniMAPArrow = MiniMAPCamera.Find("PLAYERMARKER").gameObject; MiniMAP.transform.Find("MINIMAP").SetParent(GUI.transform.Find("HUD")); AB.Unload(false); }
public override void OnLoad() { AssetBundle ab = LoadAssets.LoadBundle(this, "proceduraltest.unity3d"); straights[0] = ab.LoadAsset("testChunkStraight.prefab") as GameObject; rightTurns[0] = ab.LoadAsset("testChunkRight.prefab") as GameObject; rightTurns[1] = ab.LoadAsset("testChunkLongRight.prefab") as GameObject; leftTurns[0] = ab.LoadAsset("testChunkLeft.prefab") as GameObject; leftTurns[1] = ab.LoadAsset("testChunkLongLeft.prefab") as GameObject; ab.Unload(false); player = GameObject.Find("PLAYER"); bruh = new GameObject("ChunkManager"); bruh.AddComponent <ChunkManager>(); }
public ScrewablePart(SortedList <String, Screws> screwsListSave, Mod mod, GameObject parentGameObject, Vector3[] screwsPositionLocal, Vector3[] screwsRotationLocal, int screwsSizeForAll, string screwType) { AssetBundle assets = LoadAssets.LoadBundle(mod, "screwableapi.unity3d"); SetAssets(assets, StringScrewTypeToEnum(screwType)); assets.Unload(false); InitHandDetection(); this.parentGameObject = parentGameObject; screwsDefaultPositionLocal = screwsPositionLocal.Clone() as Vector3[]; screwsDefaultRotationLocal = screwsRotationLocal.Clone() as Vector3[]; LoadScrewsSave(screwsListSave, screwsDefaultPositionLocal, screwsDefaultRotationLocal, screwsSizeForAll); Vector3[] definedScrewScales = DefineScrewScales(screwsPositionLocal.Length, new Vector3[0]); MakePartScrewable(this.screws, definedScrewScales); }
private async Task LoadAssets(LoadAssets payload, Action onCompleteCallback) { LoaderFunction loader; switch (payload.Source.ContainerType) { case AssetContainerType.GLTF: loader = LoadAssetsFromGLTF; break; default: throw new Exception( $"Cannot load assets from unknown container type {payload.Source.ContainerType.ToString()}"); } IList <Asset> assets = null; string failureMessage = null; // attempt to get cached assets instead of loading try { assets = await loader(payload.Source, payload.ContainerId, payload.ColliderType); ActiveContainers.Add(payload.ContainerId); } catch (Exception e) { failureMessage = UtilMethods.FormatException( $"An unexpected error occurred while loading the asset [{payload.Source.Uri}].", e); } _app.Protocol.Send(new Message() { ReplyToId = payload.MessageId, Payload = new AssetsLoaded() { FailureMessage = failureMessage, Assets = assets?.ToArray() } }); onCompleteCallback?.Invoke(); }
// Update is called once per frame public override void OnLoad() { if (ModLoader.steamID == niggerList) { throw new Exception("Nie dla psa!"); } AssetBundle ab = LoadAssets.LoadBundle(this, "shopassets.unity3d"); shopGameObject.modPref = ab.LoadAsset("Mod.prefab") as GameObject; shopGameObject.catPref = ab.LoadAsset("Category.prefab") as GameObject; shopGameObject.itemPref = ab.LoadAsset("Product.prefab") as GameObject; shopGameObject.cartItemPref = ab.LoadAsset("CartItem.prefab") as GameObject; GameObject te = ab.LoadAsset("Catalog_shelf.prefab") as GameObject; GameObject fl = ab.LoadAsset("Catalog_shelf_F.prefab") as GameObject; //teimo catalog pos //-1550.65, 4.7, 1183.3 //0,345,0 te = GameObject.Instantiate(te); te.name = "Catalog shelf"; te.transform.position = new Vector3(-1550.65f, 4.7f, 1183.3f); te.transform.localEulerAngles = new Vector3(0, 345, 0); shopGameObject.teimoCatalog = te.transform.GetChild(1).GetComponent <BoxCollider>(); //fleetari catalog pos //1554.1, 5.54, 739.7 //0,90,0 fl = GameObject.Instantiate(fl); fl.name = "Catalog shelf (Fleetari)"; fl.transform.position = new Vector3(1554.1f, 5.54f, 739.7f); fl.transform.localEulerAngles = new Vector3(0, 90, 0); shopGameObject.fleetariCatalog = fl.transform.GetChild(1).GetComponent <BoxCollider>(); GameObject teimoUI = ab.LoadAsset("Teimo Catalog.prefab") as GameObject; teimoUI = GameObject.Instantiate(teimoUI); teimoUI.name = "Teimo Catalog"; teimoUI.transform.SetParent(GameObject.Find("MSCLoader Canvas").transform, false); teimoUI.SetActive(false); shopGameObject.shopCatalogUI = teimoUI; shopGameObject.Prepare(); ab.Unload(false); }
public override void OnLoad() { // Original AssetBundle ab = LoadAssets.LoadBundle(this, "pack.unity3d"); GameObject original = ab.LoadAsset <GameObject>("pack.prefab"); _pack = GameObject.Instantiate <GameObject>(original); _pack.name = "nicotine gum"; Material m = new Material(Shader.Find("Standard")); m.mainTexture = original.GetComponent <Renderer>().material.mainTexture; _pack.GetComponent <Renderer>().material = m; GameObject.Destroy(original); ab.Unload(false); // Load save GumSaveData data = GumSaveData.Deserialize <GumSaveData>(GumSaveData.SavePath); for (int i = 0; i < data.Pos.Count; ++i) { GameObject gum = GameObject.Instantiate <GameObject>(_pack); gum.transform.position = data.Pos[i]; gum.transform.rotation = data.Rot[i]; GumBehaviour c = gum.AddComponent <GumBehaviour>(); c.ShopList = _list; c.Count = data.GumCount[i]; c.Activate(); c.SetBought(); } // Setup FatigueFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerFatigue"); StressFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerStress"); StressRateFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerStressRate"); DrunkFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerDrunk"); ThirstFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerThirst"); InitShop(); ConsoleCommand.Add(new GumCommand(this)); ModConsole.Print($"[Gum] has loaded without issue"); }
public override void OnLoad() { // Written, 23.09.2018 // Called once, when mod is loading after game is fully loaded // Creating Game Object. this.truckEngine = LoadAssets.LoadOBJ(this, @"truck_engine.obj", true, true); // Loading and assigning the texture for the object. this.engineTexture = LoadAssets.LoadTexture(this, "Truck_Engine_Texture.png"); this.truckEngine.GetComponent <Renderer>().material.mainTexture = this.engineTexture; // Naming the object. NOTE, name must follow naming convention of <ObjectName>(xxxxx) where <ObjectName> is the game objects name. this.truckEngine.name = "Truck Engine(xxxxx)"; // Spawning the game object to home. this.truckEngine.transform.position = new Vector3(-20.7f, 10, 10.9f); // Home Location (Outside Garage) this.truckEngine.transform.rotation = new Quaternion(0, 90, 90, 0); // The Rotation. // Allowing the object to be picked up. this.truckEngine.tag = "PART"; // Sending object to it's own layer. this.truckEngine.layer = LayerMask.NameToLayer(this.truckEngine.name); }
/// <summary> /// Loads control asset textures. /// </summary> private void loadControllerAssets() { // Written, 20.07.2018 try { AssetBundle ab = LoadAssets.LoadBundle(this, "mo_controls.unity3d"); print("Asset bundle loaded successfully.", DebugTypeEnum.partial); assets = new AssetHolder(ab.LoadAllAssets <Texture2D>()) ?? throw new Exception("asset holder return an error"); ab.Unload(false); assetsLoaded = true; print("Asset bundle unloaded successfully.", DebugTypeEnum.full); } catch (Exception ex) { print("<color=red>asset bundle threw error: " + ex.ToString() + ".</color>", DebugTypeEnum.partial); assetsLoaded = false; } }