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DlcSwapUI.cs 5.0KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using UnityEngine;
  5. using UnityEngine.U2D.Animation;
  6. using UnityEngine.UIElements;
  7. namespace Unity.U2D.Animation.Sample
  8. {
  9. internal class DlcSwapUI : MonoBehaviour
  10. {
  11. const string k_AssetBundleName = "2DAnimationSampleAssetBundles";
  12. #if ASSETBUNDLE_ENABLED
  13. AssetBundle m_Bundle;
  14. #endif
  15. [SerializeField]
  16. SpriteLibrary m_FirstLibrary;
  17. [SerializeField]
  18. SpriteLibrary m_SecondLibrary;
  19. [SerializeField]
  20. SpriteLibraryAsset[] m_InitialSpriteLibraryAssets;
  21. List<SpriteLibraryAsset> m_LoadedSpriteLibraryAssets = new List<SpriteLibraryAsset>();
  22. void OnEnable()
  23. {
  24. var uiDocument = GetComponent<UIDocument>();
  25. var description = uiDocument.rootVisualElement.Q<Label>("Description");
  26. description.text = "These characters have downloadable content with additional visuals.\n\n" +
  27. "This can be achieved by exporting Sprite Library Assets in Asset Bundles to be loaded later.";
  28. var loadButton = uiDocument.rootVisualElement.Q<Button>("LoadButton");
  29. loadButton.text = "Click here to load more visuals from an Asset Bundle";
  30. loadButton.clicked += OnLoadClicked;
  31. var dropdownLeft = uiDocument.rootVisualElement.Q<DropdownField>("DropdownLeft");
  32. dropdownLeft.SetValueWithoutNotify(m_InitialSpriteLibraryAssets[0].name);
  33. dropdownLeft.RegisterValueChangedCallback(evt => SetLibrary(m_FirstLibrary, evt.newValue));
  34. var dropdownRight = uiDocument.rootVisualElement.Q<DropdownField>("DropdownRight");
  35. dropdownRight.SetValueWithoutNotify(m_InitialSpriteLibraryAssets[0].name);
  36. dropdownRight.RegisterValueChangedCallback(evt => SetLibrary(m_SecondLibrary, evt.newValue));
  37. UpdateAssetBundleDropdownSelection();
  38. }
  39. void SetLibrary(SpriteLibrary library, string assetName)
  40. {
  41. var availableAssets = new List<SpriteLibraryAsset>();
  42. availableAssets.AddRange(m_InitialSpriteLibraryAssets);
  43. availableAssets.AddRange(m_LoadedSpriteLibraryAssets);
  44. SpriteLibraryAsset newAsset = null;
  45. foreach (var spriteLibraryAsset in availableAssets)
  46. {
  47. if (spriteLibraryAsset.name == assetName)
  48. {
  49. newAsset = spriteLibraryAsset;
  50. break;
  51. }
  52. }
  53. library.spriteLibraryAsset = newAsset;
  54. }
  55. void LoadAssetBundle()
  56. {
  57. #if ASSETBUNDLE_ENABLED
  58. AssetBundle.UnloadAllAssetBundles(true);
  59. var assetBundleDirectory = Path.Combine(Application.streamingAssetsPath, k_AssetBundleName);
  60. var assetBundlePath = Path.Combine(assetBundleDirectory, k_AssetBundleName);
  61. m_Bundle = AssetBundle.LoadFromFile(assetBundlePath);
  62. Debug.Assert(m_Bundle != null, "Asset bundle failed to load.");
  63. #endif
  64. }
  65. void OnLoadClicked()
  66. {
  67. #if ASSETBUNDLE_ENABLED
  68. LoadAssetBundle();
  69. if (m_Bundle != null)
  70. {
  71. var manifest = m_Bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
  72. if (manifest == null)
  73. {
  74. Debug.LogWarning("Unable to load manifest");
  75. return;
  76. }
  77. var assetBundleDirectory = Path.Combine(Application.streamingAssetsPath, k_AssetBundleName);
  78. foreach (var assetBundleName in manifest.GetAllAssetBundles())
  79. {
  80. var subBundle = AssetBundle.LoadFromFile(Path.Combine(assetBundleDirectory, assetBundleName));
  81. var assets = subBundle.LoadAllAssets();
  82. foreach (var asset in assets)
  83. {
  84. if (asset is SpriteLibraryAsset spriteLibraryAsset)
  85. m_LoadedSpriteLibraryAssets.Add(spriteLibraryAsset);
  86. }
  87. }
  88. }
  89. #endif
  90. var loadButton = GetComponent<UIDocument>().rootVisualElement.Q<Button>("LoadButton");
  91. loadButton.SetEnabled(false);
  92. UpdateAssetBundleDropdownSelection();
  93. }
  94. void UpdateAssetBundleDropdownSelection()
  95. {
  96. var uiDocument = GetComponent<UIDocument>();
  97. var dropdownLeft = uiDocument.rootVisualElement.Q<DropdownField>("DropdownLeft");
  98. var dropdownRight = uiDocument.rootVisualElement.Q<DropdownField>("DropdownRight");
  99. var choices = new List<string>();
  100. foreach (var spriteLibraryAsset in m_InitialSpriteLibraryAssets)
  101. choices.Add(spriteLibraryAsset.name);
  102. foreach (var spriteLibraryAsset in m_LoadedSpriteLibraryAssets)
  103. choices.Add(spriteLibraryAsset.name);
  104. dropdownLeft.choices = choices;
  105. dropdownRight.choices = choices;
  106. }
  107. }
  108. }