private void LoadBundlesFiles() { // Set empty, but valid, state. This way we work OK even when indicated directory is not valid. bundlesFiles = new string[] { }; bundles = new AssetBundleLoader[] { }; string dir = LocalConfig.GetBundlesDirectory(); try { bundlesFiles = Directory.GetFiles(dir, "*" + bundleFileSuffix); } catch (Exception e) { Debug.LogWarning("Cannot read directory \"" + dir + "\":" + e.Message); return; } if (bundlesFiles.Length == 0) { Debug.LogWarning("No asset bundles found in directory \"" + dir + "\". On PC, make sure to set correct BundlesDirectory in LocalConfig in Assets/Resources/LocalConfig.asset. On Hololens, make sure to upload the bundles using the device portal."); return; } // success, we found asset bundles Debug.Log("Found " + bundlesFiles.Length.ToString() + " asset bundles in \"" + dir + "\"."); bundles = new AssetBundleLoader[bundlesFiles.Length]; for (int i = 0; i < bundles.Length; i++) { bundles[i] = new AssetBundleLoader(BundleName(i), bundlesFiles[i]); } }
private void LoadBundlesFiles() { // Set empty, but valid, state. This way we work OK even when indicated directory is not valid. bundlesFiles = new string[] { }; bundles = new AssetBundleLoader[] { }; LocalConfig localConfig = Resources.Load <LocalConfig>("LocalConfig"); if (localConfig == null || string.IsNullOrEmpty(localConfig.GetBundlesDirectory())) { Debug.LogWarning("No \"Assets/Resources/LocalConfig.asset\", or \"BundlesDirectory\" not set. Create LocalConfig.asset from Unity Editor by \"Holo -> Create Local Configuration\""); return; } string dir = localConfig.GetBundlesDirectory(); try { bundlesFiles = Directory.GetFiles(dir, "*" + bundleFileSuffix); } catch (Exception e) { Debug.LogWarning("Cannot read directory \"" + dir + "\":" + e.Message); return; } if (bundlesFiles.Length == 0) { Debug.LogWarning("No asset bundles found in directory \"" + dir + "\". Make sure to set correct BundlesDirectory in LocalConfig in Assets/Resources/LocalConfig.asset."); return; } // success, we found asset bundles Debug.Log("Found " + bundlesFiles.Length.ToString() + " asset bundles in \"" + dir + "\"."); bundles = new AssetBundleLoader[bundlesFiles.Length]; for (int i = 0; i < bundles.Length; i++) { bundles[i] = new AssetBundleLoader(BundleName(i), bundlesFiles[i]); } }
public void LoadRawDataFromFile(string filePath) { SetSizes(); if (File.Exists(filePath)) { LocalConfig localConfig = Resources.Load <LocalConfig>("LocalConfig"); string dir = localConfig.GetBundlesDirectory(); Debug.Log("Going to load micro data [size: " + size * 2 + "] from: " + filePath); var s = new FileStream(filePath, FileMode.Open); BinaryReader br = new BinaryReader(s); var bytes = br.ReadBytes(size * 2); Debug.Log("Bytes read: " + bytes.Length); SetRawBytes(bytes); br.Dispose(); } }