#pragma warning disable 649 using TriLibCore.General; using UnityEngine; using UnityEngine.UI; #if UNITY_EDITOR using UnityEditor; #endif namespace TriLibCore.Samples { /// /// Represents a sample that loads the "TriLibSample.obj" Model from the "Models" folder and lists the Model Resources. /// public class ListModelResourcesSample : MonoBehaviour { #if UNITY_EDITOR /// /// The Model asset used to locate the filename when running in Unity Editor. /// [SerializeField] private Object ModelAsset; #endif /// /// Returns the path to the "TriLibSample.obj" Model. /// private string ModelPath { get { #if UNITY_EDITOR return AssetDatabase.GetAssetPath(ModelAsset); #else return "Models/TriLibSampleModel.obj"; #endif } } /// /// The Text used to display the Model Resources. /// [SerializeField] private Text ResourcesText; /// /// The previously loaded GameObject, if any. /// private GameObject _loadedGameObject; /// /// Cached Asset Loader Options instance. /// private AssetLoaderOptions _assetLoaderOptions; /// /// Creates the AssetLoaderOptions instance and displays the Model file-picker. /// /// /// You can create the AssetLoaderOptions by right clicking on the Assets Explorer and selecting "TriLib->Create->AssetLoaderOptions->Pre-Built AssetLoaderOptions". /// public void LoadModel() { if (_assetLoaderOptions == null) { _assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions(false, true); } var assetLoaderFilePicker = AssetLoaderFilePicker.Create(); assetLoaderFilePicker.LoadModelFromFilePickerAsync("Select a Model file", OnLoad, OnMaterialsLoad, OnProgress, OnBeginLoad, OnError, null, _assetLoaderOptions); } /// /// Loads the "Models/TriLibSample.obj" Model using the given AssetLoaderOptions. /// /// /// You can create the AssetLoaderOptions by right clicking on the Assets Explorer and selecting "TriLib->Create->AssetLoaderOptions->Pre-Built AssetLoaderOptions". /// private void Start() { if (_assetLoaderOptions == null) { _assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions(false, true); } AssetLoader.LoadModelFromFile(ModelPath, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, _assetLoaderOptions); } /// /// Called when the the Model begins to load, configuring the scene. /// /// Indicates if any file has been selected. private void OnBeginLoad(bool filesSelected) { if (filesSelected) { Debug.Log($"User selected a Model."); //Destroys the previously loaded GameObject, if any. if (_loadedGameObject != null) { Destroy(_loadedGameObject); } //Resets the Resources Text and the previous loaded GameObject. ResourcesText.text = "Loading Model"; _loadedGameObject = null; } } /// /// Called when any error occurs. /// /// The contextualized error, containing the original exception and the context passed to the method where the error was thrown. private void OnError(IContextualizedError obj) { Debug.LogError($"An error occurred while loading your Model: {obj.GetInnerException()}"); } /// /// Called when the Model loading progress changes. /// /// The context used to load the Model. /// The loading progress. private void OnProgress(AssetLoaderContext assetLoaderContext, float progress) { Debug.Log($"Loading Model. Progress: {progress:P}"); } /// /// Called when the Model (including Textures and Materials) has been fully loaded. /// /// The loaded GameObject is available on the assetLoaderContext.RootGameObject field. /// The context used to load the Model. private void OnMaterialsLoad(AssetLoaderContext assetLoaderContext) { Debug.Log("Materials loaded. Model fully loaded."); //The text containing all the Model Resources. var text = ""; //ModelPath contains the loaded model path var modelPath = assetLoaderContext.Filename; if (!string.IsNullOrEmpty(modelPath)) { text += $"Model: '{modelPath}'\n"; } //Iterate the loaded textures list foreach (var kvp in assetLoaderContext.LoadedTextures) { //FinalPath contains the loaded texture filename string finalPath = kvp.Key.ResolvedFilename; if (!string.IsNullOrEmpty(finalPath)) { text += $"Texture: '{finalPath}'\n"; } } //Iterate the loaded resources list foreach (var kvp in assetLoaderContext.LoadedExternalData) { //FinalPath contains the loaded resource filename string finalPath = kvp.Value; if (!string.IsNullOrEmpty(finalPath)) { text += $"External Data: '{finalPath}'\n"; } } //Displays the Model Resources text. ResourcesText.text = text; } /// /// Called when the Model Meshes and hierarchy are loaded. /// /// The loaded GameObject is available on the assetLoaderContext.RootGameObject field. /// The context used to load the Model. private void OnLoad(AssetLoaderContext assetLoaderContext) { Debug.Log("Model loaded. Loading materials."); //Stores the loaded GameObject reference. _loadedGameObject = assetLoaderContext.RootGameObject; } } }