Exemplo n.º 1
0
            IEnumerator LoadAsyncRoutine <T>(GenericAssetAddress <T> assetAddress, System.Action <string, T> callback) where T : UnityEngine.Object
            {
                var v_request = assetAddress.LoadAssetAsync();

                while (!v_request.isDone)
                {
                    yield return(null);
                }
                if (callback != null)
                {
                    callback(assetAddress.Name, v_request.asset as T);
                }

                if (Application.isPlaying)
                {
                    GameObject.Destroy(gameObject);
                }
                else
                {
                    GameObject.DestroyImmediate(gameObject);
                }
            }
Exemplo n.º 2
0
            public static void LoadAsync <T>(GenericAssetAddress <T> assetAddress, System.Action <string, T> callback) where T : UnityEngine.Object
            {
                var loader = new GameObject().AddComponent <ResourcesLoader>();

                loader.StartCoroutine(loader.LoadAsyncRoutine <T>(assetAddress, callback));
            }
        // Draw the property inside the given rect
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            GenericAssetAddress <T> v_loader = AssetAddressEditorInternalUtils.GetFieldValue(property) as GenericAssetAddress <T>;

            if (v_loader == null)
            {
                base.OnGUI(position, property, label);
            }
            else
            {
                _validate = _validate || (v_loader.IsResources() && v_loader.Asset == null);
                //Pre-Load asset inside resources folder
                if (_validate)
                {
                    _validate = true;
                    v_loader.Validate();
                }

                var v_asset = v_loader.Asset;
                var v_rect  = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);

                var v_oldShowMixed = EditorGUI.showMixedValue;
                EditorGUI.showMixedValue = property.hasMultipleDifferentValues;
                var v_otherAsset = EditorGUI.ObjectField(v_rect, label, v_asset, typeof(T), true) as T;
                EditorGUI.showMixedValue = v_oldShowMixed;

                //Draw Minilabel to make easy to see if asset is inside resources folder
                if (!string.IsNullOrEmpty(v_loader.AssetPath))
                {
                    var v_size     = 40;
                    var v_miniRect = new Rect(v_rect.xMax - v_size - (15 * EditorGUI.indentLevel), v_rect.y, v_size, v_rect.height);

                    var v_oldGuiColor = GUI.color;
                    GUI.color = EditorGUIUtility.isProSkin ? new Color(0, 0.7f, 0) : new Color(0, 0.5f, 0);
                    if (v_loader.KeepLoaded)
                    {
                        GUI.color = new Color(GUI.color.g, GUI.color.g, GUI.color.b);
                    }
                    EditorGUI.LabelField(v_miniRect, "res", EditorStyles.whiteMiniLabel);
                    GUI.color = v_oldGuiColor;
                }

                //Commit Changes
                if (v_asset != v_otherAsset)
                {
                    Undo.RecordObjects(property.serializedObject.targetObjects, "Changed Asset Address");
                    v_loader.Asset = v_otherAsset;
                    v_loader.Validate();
                    AssetAddressEditorInternalUtils.SetFieldValue(property, v_loader);
                }

                //Draw foldOut internal values
                v_rect.x -= 3;
                EditorGUI.PropertyField(v_rect, property, new GUIContent(""), false);
                //property.isExpanded = EditorGUI.Foldout(v_rect, property.isExpanded, "");
                v_rect.x += 3;

                //Enter self
                if (property.isExpanded)
                {
                    var v_endProperty = property.GetEndProperty();

                    property.NextVisible(true);
                    var v_oldGuiChanged = GUI.changed;

                    //Draw Childrens
                    v_rect = EditorGUI.IndentedRect(v_rect);
                    do
                    {
                        if (SerializedProperty.EqualContents(property, v_endProperty))
                        {
                            break;
                        }

                        //Prevent Draw Asset Again
                        if (property.name.Equals("m_asset"))
                        {
                            continue;
                        }

                        var v_oldGuiEnabled = GUI.enabled;
                        //Disable AutoManaged Fields
                        if (property.name.Equals("m_assetPath"))
                        {
                            GUI.enabled = false;
                        }

                        if (property.name.Equals("m_keepLoaded") && string.IsNullOrEmpty(v_loader.AssetPath))
                        {
                            continue;
                        }

                        v_rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
                        EditorGUI.PropertyField(v_rect, property, true);
                        GUI.enabled = v_oldGuiEnabled;
                    }while (property.NextVisible(false));

                    //Validate Name
                    if (GUI.changed && !v_oldGuiChanged && v_loader.Name != null)
                    {
                    }
                }
            }
        }