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Convention-Unity-Demo/Assets/Scripts/Environment/SkyUpdatement.cs

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using Convention;
using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
namespace Demo.Game
{
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[Scriptable]
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public class SkyUpdatement : Updatement<int>, IAssetBundleLoader
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{
public static SkyUpdatement Make()
{
return new GameObject().AddComponent<SkyUpdatement>();
}
private int SkyAssetBundleLoaderStatus = 0;
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private readonly Dictionary<string, int> NameCache = new();
private readonly Dictionary<int, Material> MaterialCache = new();
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public string SkyAssetBundlePath;
public AssetBundle SkyAssetBundle;
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protected override int Lerp(int begin, int end, float t)
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{
return begin;
}
[Content, SerializeField] private int Cache = -1;
protected override IEnumerator DoSomethingDuringApplyScript()
{
yield return base.DoSomethingDuringApplyScript();
yield return new WaitUntil(() => SkyAssetBundleLoaderStatus == 0);
}
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protected override void UpdateData(int data)
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{
if (string.IsNullOrEmpty(SkyAssetBundlePath))
return;
if (Cache != data)
{
if (data < 0)
RenderSettings.skybox = null;
else
RenderSettings.skybox = MaterialCache[data];
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Cache = data;
}
}
public override IEnumerator UnloadScript()
{
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Cache = -1;
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if (string.IsNullOrEmpty(SkyAssetBundlePath) == false)
yield return this.UnloadAssetBundle(SkyAssetBundlePath);
SkyAssetBundlePath = "";
yield return base.UnloadScript();
}
/// <summary>
/// 对应ab包名称自动匹配对应平台
/// </summary>
/// <param name="ab"></param>
[Convention.RScript.Variable.Attr.Method]
public void Load(string ab)
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{
SkyAssetBundleLoaderStatus++;
ConventionUtility.StartCoroutine(this.LoadAssetBundle(ab, x =>
{
SkyAssetBundlePath = ab;
SkyAssetBundle = x;
SkyAssetBundleLoaderStatus--;
}));
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}
/// <summary>
/// 在指定时刻切换天空
/// </summary>
/// <param name="time"></param>
/// <param name="sky"></param>
[Convention.RScript.Variable.Attr.Method]
public void Add(float time, string sky)
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{
IEnumerator Foo()
{
yield return new WaitUntil(() => SkyAssetBundle != null);
var ir = SkyAssetBundle.LoadAssetAsync<Material>(sky);
ir.completed += delegate
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{
var mat = ir.asset as Material;
if (NameCache.TryGetValue(sky, out int id) == false)
{
id = NameCache.Count;
NameCache[sky] = id;
}
MaterialCache[id] = mat;
ManualAddEntry(time, id, default);
SkyAssetBundleLoaderStatus--;
};
yield return ir;
}
SkyAssetBundleLoaderStatus++;
ConventionUtility.StartCoroutine(Foo());
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}
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}
}