using TriLibCore.General;
using UnityEngine;
using TriLibCore.Extensions;
using UnityEngine.UI;
namespace TriLibCore.Samples
{
///
/// Represents a sample that loads a Model from a file-picker.
///
public class LoadModelFromFilePickerSample : MonoBehaviour
{
///
/// The last loaded GameObject.
///
private GameObject _loadedGameObject;
///
/// The load model Button.
///
[SerializeField]
private Button _loadModelButton;
///
/// 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()
{
var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions();
var assetLoaderFilePicker = AssetLoaderFilePicker.Create();
assetLoaderFilePicker.LoadModelFromFilePickerAsync("Select a Model file", OnLoad, OnMaterialsLoad, OnProgress, OnBeginLoad, OnError, null, assetLoaderOptions);
}
///
/// Called when the the Model begins to load.
///
/// Indicates if any file has been selected.
private void OnBeginLoad(bool filesSelected)
{
_loadModelButton.interactable = false;
}
///
/// 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($"An error ocurred while loading your Model: {obj.GetInnerException()}");
}
///
/// Called when the Model loading progress changes.
///
/// The context used to load the Model.
/// The loading progress.
private void OnProgress(AssetLoaderContext assetLoaderContext, float progress)
{
Debug.Log($"Loading Model. Progress: {progress:P}");
}
///
/// Called when the Model (including Textures and Materials) has been fully loaded, or after any error occurs.
///
/// The loaded GameObject is available on the assetLoaderContext.RootGameObject field.
/// The context used to load the Model.
private void OnMaterialsLoad(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.RootGameObject != null)
{
Debug.Log("Materials loaded. Model fully loaded.");
}
else
{
Debug.Log("Model could not be loaded.");
}
}
///
/// 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)
{
if (_loadedGameObject != null)
{
Destroy(_loadedGameObject);
}
_loadedGameObject = assetLoaderContext.RootGameObject;
if (_loadedGameObject != null)
{
Camera.main.FitToBounds(assetLoaderContext.RootGameObject, 2f);
Debug.Log("Model loaded. Loading materials.");
}
else
{
Debug.Log("Model materials could not be loaded.");
}
_loadModelButton.interactable = true;
}
}
}